What if all summoner spells were buffed so that they were as viable as flash?

Critty92··7 votes·5,707 views

I know this is a stupid idea, but its kinda bland to solely depend on summoner 4 to survive a fight that went wrong, while other summoner spells are left almost unused like summoner 1 and summoner 21 :/

Also it would be chill if summoner 21 and summoner 1 could be cast on allies, like summoner 7 . :/

21 Comments

Nhifu13 votes

This has been asked for since the day of league.

It's never happening. Because as soon as we buff something to be as good as flash.. they use it with flash.

IcyPepper2 votes

But what if two somethings are as good as flash?

What if flash was the weakest spell?

[sg-lux-2]

Nhifu1 votes

Riot thinks people enjoy flash plays.. we don't. People just abuse it with ults.

Totally agree with you here though.

IcyPepper2 votes

I mean nobody's answered my question so I don't see what the hold-up is. If we have three+ good spells, and only two slots, we gotta choose. Does flash always have to be best enough to be there?

Kenneky1 votes

{quoted}

This has been asked for since the day of league.

It's never happening. Because as soon as we buff something to be as good as flash.. they use it with flash.

Even tho I agree with your opinion, this could easily be avoided by allowing only one mobile like summoner spells to be used at a time. A dash summoner spell could be a good start, being similar to flash, but working in a different way.

Saianna1 votes

Unless the buff was strictly connected to boot/item enchantments for example. You can only buy 1 of such and that could upgrade your summoner spell.

Or something I was promoting since "some time" is negative stats. Want to use flash? Ok, but after casting it you have reduced armor/mr or something. Or maybe negative stat relations between certain summoner spells.

It'd be possible to drop flash popularity a bit while making other SS more viable.

Critmaster Garen3 votes

summoner 6 gives a kayn e to allow you to cross only one wall.

summoner 13 reduces your remaining cooldowns by 10%

summoner 7 no more allied healing, but heals based on a % of your missing health.

summoner 21 scales its shield value additionally with your armor and magic resistance

summoner 3 summoner 14 are strong enough as they are

summoner 1 makes you immune to displacements for 3 seconds after casting it

summoner 32 introduced on summoners rift without the cooldown refund and without the true damage

{{summoner:50}} has some potential on summoners rift (its the revive mechanic from star guardian and odyssee modes)

fortify brought back with more limited range and only one turret as target (have to stand next to the turret)

rally brought back as a ward that grants buffs to nearby allies

Warlord Rhinark1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=AtYPsnfR,comment-id=0004,timestamp=2019-03-20T01:02:01.099+0000)

summoner 6 gives a kayn e to allow you to cross only one wall.

This might make it too good, and would blur the lines between Ghost and Flash (since they would both be used to travel over terrain), rather than try and make them fill different roles. It would also steal a fairly unique mechanic from Kayn.

I'd rather change the movement speed amount to 25 - 50% (3% less early, 2% more late), and have it give the full movement speed immediately on activation.

summoner 13 reduces your remaining cooldowns by 10%

I mean, Clarity is already taken fairly often on ARAM, and adding a mana regenerating Summoner Spell to Summoner's Rift would already be pretty good. I don't think it needs any big changes.

summoner 7 no more allied healing, but heals based on a % of your missing health.

I support having the heal become stronger based on percentage missing health, but I'm against completely removing the allied healing to make up for it.

Heal has always been a supportive spell, whilst the Summoner Spell for defending only yourself is relegated to Barrier.

In fact, I think Heal should heal all allied champions around you, though I know this would be fairly overpowered with its current stats.

To accomplish this, I would reduce the base healing to 50 - 250 (40 less early, 95 less late), reduce the movement speed up to 25%, and reduce the range to 750, but have it give +1% healing per 2% missing health in addition to the base healing.

summoner 21 scales its shield value additionally with your armor and magic resistance

Doesn't this kind of defeat the purpose of Barrier in the first place?

Usually, you take Barrier to make up for the fact that you aren't going to build a lot of defense, not because you're going to, which is why it's most often seen on Mages mid lane.

I'd rather just change the Shield amount to 100 - 500 (15 less early, 45 more late) and have it last for 3 seconds.

summoner 3 summoner 14 are strong enough as they are

Yet Ignite is almost always taken over Exhaust.

With the rampant damage in the game, I wouldn't mind increasing the damage reduction to 50% and increasing the range to 750, but reduce the slow to 25%.

This would make it more than just a slow you use to hold someone in place, and something you use to hinder a high damage target.

I definitely agree with Ignite being strong though, but I still think it could use changes to make it less than just something you use as part of your rotation, and more something you use to secure kills.

I would reduce the base damage to 50 - 250, but have it deal an additional 1% damage per 2% target's missing health, increase the range to 750, have it reduce healing by 50%, and have it grant True Sight of the target.

This would make it more utility-oriented and would require thought put into when to use it, rather than just having it deal free damage.

summoner 1 makes you immune to displacements for 3 seconds after casting it

Much like Ghost, I fear this would also make it too good.

Cleanse has always been about removing something currently on you, rather than make you more resistant to future cases of something going on you.

Therefore, I would make Cleanse able to cleanse both Suppression (the only kind of CC that isn't a displacement that it can't cleanse), as well as all kinds of debuffs.

What I mean by debuffs is that Cleanse would now be able to remove damaging spells like Malzahar's E or Teemo's poison, or weakenings like Tryndamere's W.

The Tenacity amount can be reduced to 50% to compensate.

summoner 32 introduced on summoners rift without the cooldown refund and without the true damage

{{summoner:50}} has some potential on summoners rift (its the revive mechanic from star guardian and odyssee modes)

I'm a bit skeptical about these, I'd rather just keep them to their own gamemodes.

fortify brought back with more limited range and only one turret as target (have to stand next to the turret)

I can definitely see it, but the passive extra minion damage would have to be removed, and the duration would probably have to be reduce to 5 seconds, or else it's almost going to be able to break sieges on it's own.

rally brought back as a ward that grants buffs to nearby allies

I'm also for adding this to the game. I think of it as a visible Vision Ward with 3 health that grants 10 - 25 AD/AP (Adaptive) to targets around it, but the cooldown would have to be increased to 300 seconds and the range reduced to 750 so it wouldn't be too good in teamfights.

Rebonack3 votes

False choices are lazy, terrible game design and having two Summoner Spell slots is a pretty glaring example of it.

Three ways to go here.

  1. Remove Flash and split it into two spells, Dash (which doesn't go through walls) and Dimension Door (basically Bard's Magical Journey).

  2. Buff/combine other Summoner Spells until the choice isn't false. If there are two or more other spells as potentially game-changing as Flash, then there's a choice involved.

  3. Add fairly potent passive effects to the non-Flash spells. Extra stats are always handy and can be enticing.

Test this stuff out in Nexus Blitz. Throw stuff at the wall and see what sticks.

IVlaverick2 votes

why not remove flash. Just for a month....

Chembaron Yamada1 votes

Hell would break out. And I would most likely stop playing for that month.

Sire Hippington1 votes

or what if flash was removed? cause buffing other spells to be a resonable choice instead of flash on most champs would require to make the absurdly powerfull, mostly because flash can be used agressively and defensivly and both situations it's giving instant results makeing it easy judge wether you should use it. it's much harder to judge wether ghost will be enough to chase down you're opponent or wether barrier really shields enough damage to survive in a given situation.

rubberduckie6663 votes

the grand majority of the game has been balanced and designed with flash in mind, removing it will not only make a ton of champions outright unviable if not so outrageously unfavorable to play but give specific sides of the map a massive safety advantage.

if you were to remove flash you would have to fundamentally rebalance and redesign the grand majority of the game

Nhifu2 votes

I would love a flash removal, more all-in fights rather then 5 flashes and the fights reset because people are dodging ULTS with flash.

Or flashing to Ult.

Elemental Lux1 votes

Flash is really important for immobile champs though. If you took that away, now all immobile champions are at the total mercy of mobile ones. They aren’t now because you can flash to dodge say, Gragas body Slam, or Fizz’s Playful. Flashing to dodge Pyke’s stun is huge too.

Nhifu1 votes

But immobile champs are still . . at the mercy of mobile ones. . with or without flash?

Imagine buffing exhaust, all of the mobile champs would cry lol

Sire Hippington1 votes

this would be correct if mobile champions didn't have acces to flash aswell. As an assasin player(atleast back in S3/4/5), haveing flash up for teamfights was crucial for me as it allows me to close in on a squishy from out of their vision if i combine it with my own mobillity. It also gives much better acces to the backline on bruisers and tanks, and you'r example of gragas is rather bad since his E into flash has no counterplay on imobile ones as they either flash befor he does, so he trades just a basic skill for you're flash, or they get CCed.

Lux for example is in average 1000units away from her opponents, only few assasins can close that distance without flash, and they all sacrifice damage and safety if they do so, so without flash, they actually need a great flank to get to her.

Krofinn1 votes

summoner 14 damage reduced to 50-250, duration increased to 8 seconds, gives true sight.

Look, now it's a utility spell- use it more for the sight and healing reduction, not for the damage.

jocomotion1 votes

I literally asked the same thing last year, I thought this was my post for a split second

BobaFlautist1 votes

It's not about viability, it's about use cases. Mm, how do I put this.

How much would item 3089 need to be buffed for it to be taken on Caitlyn?

That's about as much as you'd have to buff, say, Barrier, before people take it over flash.

Salron1 votes

Game is literally balanced around flash and attempting to bring any other SS to flash's "mandatory" status won't stop people from taking flash, it'll just break the other summoners

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