Summoner Spells Problem

Weeznaz·11/8/2014, 5:41:53 PM·1 votes·759 views

Dear fellow members of the rift, We have now been having to suffer a problem that has lead to a stifling of decision making. As you know, before each game we are allowed to pick two summoners spells as well as masteries and runes. In reality, we get to choose one summoner spell and FLASH. Riot has spent so much effort over the years to make sure items are diversified so that different types of champions have meaningful choices. They apparently didn't put this much love into summoners spell because FLASH is so ubiquitous and has so many possibilities that champions who do not take FLASH are at a disadvantage. Pretty much 99 percent of champs have to take FLASH (the only champs that come to my mind that can bypass FLASH for a different spell are Olaf, Master Yi, and Singed). This, combined with the metas of other summoner spells related to roles, means that summoners almost have no real choice for summoner spells. For example, top laners are expected to go TELEPORT for team fighting and split pushing, but what about the burst top laners like Renekton and Lee sin? They are left out in cold as they can not fulfill the true role they are meant to play as they would now be pressured to conform to team fighting meta. AD carries don't have any decision making for summoner spells as FLASH is all to important and HEAL/ BARRIER are very effective, there is no room for them to take CLEANSE, GHOST, or EXHAUST for defensive or Offensive purposes if they need it. Fixing this problem isn't as simple as taking FLASH out of the game, otherwise a new spell will become the must have spell and creating this problem all over again. I propose that Riot allow us to have 3 summoner spells. Allow us to be able to make true decisions with two of our summon spell slots.

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