Flash and Mobility Creeping

Stacona··2 votes·651 views

Right off the bat this is essentially a straight up nerf to the spell in hopes that more spells get more tempting to use because of this. Now the fundamental usage of Flash being either an escape or initiate tool will remain, but no longer a free cast but simply a spell that can be used when within range of an enemy champion and becomes either an escape tool or initiate tool based on how close or how far you are from the enemy champion. Also Flash will no longer be an instant teleport but instead a unique dash, fundamentally will be the same thing as an instant teleport but with a dash animation for clarity purposes and nothing else; I will explain why it is a unique dash in a bit. Also I will introduce a free item that is an active only and can be combined with any tier 2 boots as an ultimate solution to deal with the mobility creeping in the game, this nerfs the mobility champions and buffs the non-mobile champions, excluding mobility through movement speed.


Flash: Passive: Gain a feint halo around you that indicates a 500 units radius when within 1000 units of an enemy champion.

Active: Perform a 500 units unique dash. If you are less than 500 units away from an enemy champion then you dash away from the enemy champion; if you are more than 500 units away then dash towards the enemy champion. (1000 units range) (300 seconds cooldown)

Unique dashes cause you to become untargetable and invulnerable, become immune to Pursuer's Cuffs and Azir's Emperor's Divide, and is not interrupt-able while the dash animation is in effect.


Pursuer's Cuffs Recipe: Free; may be combined with any tier 2 boots however.

Statistics: UNIQUE Passive - Cuffed: Basic attacks mark enemy champions for 3 seconds, if a marked enemy champion dashes or instantly teleports then Pursuit may be used. The summoner spell Flash does not trigger Pursuit.

UNIQUE Active - Pursuit: Instantly teleport to the closer and eligible marked enemy champion's location being placed at your maximum basic attack range (45 seconds cooldown). This active cannot be used if the enemy champion is within your basic attack range.

If your placement would be impassable terrain then you are placed on the side of the terrain that is closer to the escaping target.


Hope you appreciate the ideas, and yes if you ever played League of Legends before or even watched the game you should know why Flash needs to be taken down a notch, I prefer a Flash removal honestly. Pursuer's Cuffs should help indirectly nerf the mobility creeping in the game having an item that can chase down all these champion that can run through walls.

~ Stacona

39 Comments

Epicusmaximo2 votes

I can agree, flash needs to be removed, or at least severely nerfed. There's something wrong when it's used 99.9% of the time.

Stacona1 votes

I want two spells to be used instead of one spell and a perceived "mandatory" spell called Flash every game, which by the way Flash is both over rated and because everyone uses it taking the spell away means there is a net neutral here so it is like Flash was never in the game in the first place because if everyone has the same thing then no one has it, so a Flash removal just means two spells instead of one and does not change the game at all , if anything mana hungry champions like Anivia get played and play making champions like Ashe and Varus get better because Anivia can take Clarity in her second slot and Ashe and Varus can have greater accuracy to land their ultimate, miss fortune can also see gameplay with a Flash removal --- which all these champions are immobile and would benefit highly with a Flash removal----

What do you think of a dedicated item to deal with mobility creepy champions?

GaleWinUnleashed2 votes

It is also by far the most varied Summoner Spell available. Most of the others have extremely obvious ideal use cases. Flash offers many strategic uses, and can often make or break a good fight or escape attempt.

MrSc0tty2 votes

Read it. Dumb idea. Sorry.

Fraggleroc2 votes

Stop downvoting threads on Mobility Creep pls. Thank you.

Stacona1 votes

I think the item is a legit solution to nerf dash/instant teleport(blink) champions without changing terrain on the map(s) and without directly nerfing the mobility champions (movement speed mobility is unaffected) - but what the active does is so that Ashes, Varuses, Anivias, Swains, Cassiopeias, Oriannas can all chase down running away mobile (dash/blink) champions when they go over walls - this just makes the game less passive and brings back the immobile champions without changing any champions ----

tweaks i made to the item is lowered the window duration to make the "should I or should I not pursue" decision making and have the effect cannot work if you are within your basic attack range (mainly for initiators like jarvan and amumu so this item does not remove the viability of these champions and the item is for chasing the champions that love using their mobility to run away so that Ashe, Varus and even Skarner and Udyr come into play to catch those super passive kassadins and ezreal etc)

GaleWinUnleashed2 votes

So essentially, this would turn the game into the League of Yi, and remove almost all chance of escape.

Removing Flash is also not a great idea. Flash is an amazing and highly varied spell, despite it seeming simple on the surface. It can be used in a multitude of situations, and opens up opportunities for any champion to make amazing maneuvers. The myriad uses for Flash are an amazing expression of player skill and creativity, and can also be a source of hilarity (see: Fail Flash). Removing the ability is a massive nerf to all non-mobile champions, because now instead of having half or less of the mobility of others, they have none at all.

Riot has previously mentioned that they're okay with Flash being very nearly a mandatory Summoner Spell, largely due to the amazing potential it has for causing exciting and memorable games. Removing it would cut down on the intensity of many portions of the game, particularly sieges, which would take away some of the fun of both playing and watching. What's a game without fun?

Stacona1 votes

I said I prefer a Flash removal - the idea grants a slightly increased range to Flash but removes the free cast effect, you can still run away or close the gap- Flash is being weakened to create incentive to use other spells - you can Exhaust or hard CC Yi's and do not forget the CC champions are also immobile ones, Pursuer's Cuffs does NOT work if you Flash away, it only triggers from champion specific majour dashes and and champion instant teleports so that immobile champions can chase the mobile--- in terms of Yi you can still CC him to kill him just like how you are suppose to do it now, Pursuer's Cuffs can NEVER work against movement speed champions and non-mobile champions

there are play making items and the proposed item also deals with the mobility creeping- Flash needs to get nerfed regardless and if not removed my Flash still allows for either an escape tool or gap closer tool

the game will be more fun without Flash, trust me - and toning down the mobility creeping

GaleWinUnleashed2 votes

Being able to use Flash in an unpredictable manner is a large part of the power of the spell. Removing that makes it incredibly boring and binary. Either use it to close a bit of distance, or to create some distance, with no other options in between. Flash, and any modification thereof, is not the cause of nor the solution to mobility creep. The problem lies in the differences between champions, not the things they have in common.

Stacona1 votes

the Flash change is to nerf it for more spells to get used - Flash is too good (and overrated) - the item is to deal with champion dashes and blinks i have been throwing out tweaks and changes to bring it in line in balancing , but the idea of the item is allow non-mobility champions to be able to hope over the wall to kill that safe mobile champion -- this makes the game's flash requirement a lot weaker so we can see more spells

GaleWinUnleashed1 votes

We don't want Flash to be nerfed, though. Flash is highly prized for good reason, and I would say that it's nearly impossible to overrate it. All your change does is simplify Flash, removing many use cases and taking away the cool gameplay behind the remainder. Even so, it would still be taken over almost all other spells regardless, because studies have pretty much proven that players will take improvements to their own mobility over most any other kind of skill.

Stacona1 votes

Are we just wanting a spectator game or a good game to play? because i am balancing for gameplay, not spectating- The thing is Flash needs to get toned down until it reaches the point of equality with other spells

GaleWinUnleashed1 votes

Flash is inherently better than most of the other spells combined, due to the massive number of possibilities it offers. That can't be taken away. If anything, Flash might be made a permanent addition to every champion, leaving space for other things.

Stacona1 votes

The better solution is removing it rather than adding more to the game or balance things to add alternatives

GaleWinUnleashed2 votes

I firmly believe that removing Flash would accentuate the effects of mobility creep beyond tolerance, and it would immediately force a massive rework. Flash is inherently fair if every single player has it, as any 1 Flash can theoretically be countered by a corresponding Flash at the exact same time.

You can add any number of nerfs to Flash, but as long as it maintains any possibility of granting improved positioning of any kind, I believe it will still remain the dominant Summoner Spell.

Stacona1 votes

A flash removal would not change the game at all because everyone uses - the saying is true "If everyone has it, then no one has it" I do not where the quote is from, but it is a pretty known quote If anything happens with a Flash removal it is called nothing actually happens besides Flash being removed, but play making champions like Ashe, Varus, and Anivia will become stronger with no flash- the worse thing about Flash right now is not even the spell itself but the backlash and reactions of the community in every way possible and creates (over used word here) 'toxic' community- to purify this community more actions need to be taken, but if Flash is just creating a negative experience among the community it needs to go even solely for that reason alone, let alone the fact that is far too dominating for too long

if you do not believe me that Flash creates toxicity, scroll up

overall flash removal would not increase mobility creeping it would do the complete opposite - but we can never predict outcomes of things- besides most of the mobile champions are also blatantly overpowered so they need nerfs regardless

GaleWinUnleashed1 votes

The thing, matching Flash for Flash is now how it goes every single time. If it was, then removing it would be fairly justified.

Stacona1 votes

The downvoting system is severely flawed, because I know for a fact that people that downvote do not even read the post

JustMyBassCannon3 votes

False. I read your post. I disagreed with it. I downvoted the thread.

Flash does its job, and is not the problem.

wolfax2 votes

People are reading. Not everyone posts though. I personally think it's a terrible item with such a massively short cooldown, so I downvoted you. If you wanted an effect like this it needs to have a similar cooldown to flash and have a decent cost (1000+ imo).

Stacona1 votes

that does not make any sense, dashes/blinks are typically under 20 seconds, the active is to follow champions with these abilities - and because the active can only be used when the enemy does something is why it shouldnt be either a paid active or summoner spell - spells should be a decision made by the user and full control of the user - Pursuer's Cuffs only has a decision of where you need want to keep chasing or not - it does not work with things like Flash or movement speed moblity, the idea of the active is so that champions that cannot go over terrain can follow those that normally can so that mobile and non-mobile champions are equal --- Flash is entirely different because it gives the freedom for the player to choose whether they want to get to safety or close a gap--- the only thing that can get reduced is the time given to decide to whether you want to keep chasing or not, 3 seconds may be a little too gracious and a better time would be 1.5 seconds to make a decision -

GaleWinUnleashed2 votes

Rest assured I read it, and this looks like a horrible idea. I'm not often this blunt, but that item is insanely overpowered, and is a hard counter to mobility, which is not what is needed. We need something to deal with mobility, not negate it entirely.

UberAffe1 votes

Honestly, from you description of Pursuer's Cuff it sounds like it should be a summoner spell(with a longer cd probably). But, even as an item, it should not be a free item. It should have a cost of somewhere around 1000. A clear trade off between getting a first item or getting the active and later on it can be a "second enchantment" for boots.

Stacona1 votes

gold cost or as a spell would nerf the non-mobile champions--- the item is to balance the game out and not put it more in favour of mobility creeping

GaleWinUnleashed2 votes

It's already an inherent nerf to non-mobile champions. They are forced to take your enchantment over any other, simply because it would be a stupid idea not to when it's that powerful.

Stacona1 votes

Yea, it is useless for mobile champions to take it and only good for non-mobility against mobility, it is a way to nerf mobility creeping , it does not however nerf non-mobile champions at all, it does not use up an item slot since it pairs up with you tier 2 boots later and does not cost gold - this it to make the game less about mobile champions and bring back the non-dashing and non-blinking champions into the game --- it is meant to nerf the passive play of the mobility and allow the non-mobile to pursue and chase down the passive and very safe mobile champions

GaleWinUnleashed1 votes

You'd have to sacrifice the chance of taking Homeguard or Furor, or whatever other enchantment you'd like to use, in order to take your must-have item. Items are not counterplay; counterplay is supposed to be built into the kit and is based on the skill level of the players involved. This vision may have fallen short in some places, but it is still the intent.

Stacona1 votes

i said it combines with tier 2 boots, it is not an enchantment

GaleWinUnleashed1 votes

Aha. That part wasn't very clear from your earlier description. May want to differentiate that.

Lord Dusteon1 votes

"Hey it's skarner lets dash away before he ult murders-and nope he teleported on me and ulted. Guess it was my fault for using my escape to escape, I should have known to only use movement speed boosts"

Stacona1 votes

its about playing smarter - its not like i removed the escaping of Flash--- but basically champion majour dashes and champion instant teleports need to actually be smart with their spells instead of carelessly playing and getting away like they are gods -- now these champions needs to use proper skill and positioning or get punished greatly for misplaying (if you majour dash into your own team and Skarner follows on that, just kill the skarner he jumped in 1v5 and you know exactly where he lands)

The Queen Viper1 votes

There's nothing wrong with the flash.

Stop QQ nub.

Stacona1 votes

Push the button and get the cheese

And you are the only one crying dude

JustMyBassCannon2 votes

Every single summoner spell is push button, receive benefit.

The difference with Flash is that it is the only one considered universally useful. It has no targeting (unlike Teleport, Smite, Ignite, Exhaust) or prerequisite (Revive) for its use. It grants something universally usable (Ghost, Cleanse, Clarity) that can be used offensively or defensively (Heal, Barrier, Clairvoyance).

I guess, technically, Heal can rarely be used offensively as well, because of the MS burst.

Basically, it's the one summoner spell that isn't specific in use. It's as general as possible.

However, removing Flash will not fix mobility creep. It will only increase the gap between mobile and immobile champions. Instead, balancing mobile and immobile champions needs to be done on an individual basis.

Stacona1 votes

Push button at the end of the maze and receive the cheese

  1. the suggestion is toning down Flash - in an after note i said i prefer flash to be removed
  2. the mobility creeping solution is through the free item which has nothing to do with flash- its easier to give immobile champions a free item that they can combine than doing this long term project - most of the mobile champions are blatantly OP sure, but giving the immobile champions to counter the mobile champions will balance the game out
JustMyBassCannon2 votes

{quoted}

its easier to give immobile champions a free item that they can combine than doing this long term project

It's also lazier, less healthy for balance, and a worse idea.

Stacona1 votes

unhealthy balancing is power creeping which is what you want, suppose to changing power levels of anyone just create something that deals with mobility creeping

JustMyBassCannon1 votes

Giving less mobile champions something to make up for their lack of mobility--something other than mobility--is a much more appealing solution than making a free item enchantment that negates every single dash that you can't cast twice in a row.

Stephenizgod1 votes

Well honestly neither of your changes actually nerf Mobile Champions, the Item actually hurts Non-Mobile Champs because it forces them to buy it. I think the real problem with Flash is not that the spell is too good, its that compared to the other spells it offers much more. If we could buff Clarity, Revive, and Clairvoyance then maybe Flash wont be so necessary.

More from Gameplay

More by Stacona