Can we make summoner spells actually help out vs certain match ups?

Nhifu··2 votes·1,715 views

Ignite = stops healing Exhaust = slows down fed players Flash = clutch mobility Teleport = tower protector and scaling Heal = ADC's don't die to ignite Ghost = Punish players off tower Barrier = shield combo for champs with no mobility

Current state of summoner spells

Ignite = kill secure, doesn't stop healing champs Exhaust = barely slows Flash = 100% always always picked (understandable) Teleport = all-in team fight usage Heal = replaces the need for ghost almost Barrier = selfish shield to bait people

Changes I would like Ignite - Lower damage early, better late game scaling with a better prevention to healing Exhaust - Lowers targets AD and AP values on top of what it does Flash - slight movement speed delay after flashing so we can punish flash ignite plays Teleport - tower specific, but can target destroyed towers (team oriented still) Heal - remove the movement speed, lower the healing slightly but allow double heal to be a thing Ghost = Initial movespeed with decaying, rather than other way around Barrier = keep as is, id say it needs a lower CD

1 Comments

420Dog2 votes

what are you talking about? summoner 14 Deals TRUE DAMAGE, Reduces healing, gives vision and secures kills. does exactly what it is designed to do. Dealing true damage and reducing healing while giving vision sound slike great things for a kill secure/duel summoner. summoner 7 Heals you and an allie and also gives brief movespeed. Great for clutch saves or baits. Great in 2v2 lanes. {{summoner:51}} Increased mobility designed to help you get picks, escape, or even engage in a situation. Mobility is a very strong tool. summoner 4 Instant blink. Obviously the best summoner i think by far seeing as almost everyone takes it. its great offensive and defensive as well. summoner 12 Map pressure and tempo play. Teleport is more for macro use and is for objective based play. lets you pressure the whole map with a threat of a tp flank or tping to an objective when its available. Also used for beter base timing or in bad lane match-ups. summoner 3 Late game defensive tool. Slows for 30% and reduces the damage of the target by 40% for 2.5 seconds. Does its job well seeing as when you use this on a carry you effecitvely take them out of the fight for 2.5 seconds or you at minimum reduced all there damage output by a whole 40% during it. summoner 21 A shield designed to deny burst. Good dueling ability and has great use vs ignite. summoner 1 Removes summoner spell debuffs and all disables (except surpression and airborne) does what it was made for it. Exactly what it says it does.

So it seems all the summoners do as they are intended. Now i would enjoy some getting a bit of buffs or tweeks but not anything close to what you said. They aren't as you claim them to be

More from Gameplay

More by Nhifu