Suggestion: Change summoner spells during game like trinkets

wat am i doing··1 votes·275 views

As title: allow swapping summoner spells during game like trinkets.

Drawbacks (BALANCE): Only allow switch when a summoner is up. Give them double (or more) cooldown length, when changing, and on cooldown immediately.

And let enemy know its changing and what to. Plenty of time for teams to read and adapt. Enjoy that 20+ minute (or more) revive cooldown. Don't allow smite changing, maybe.

Run level 1 clarity, no big deal. No report noob. You can say its strategy.

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2 Comments

McAllister1 votes

I'd rather give summoner spells (that nobody currently takes) enhanced scaling past level 9 like trinkets, instead of interchangeability.

Clarity? Reduces your spell CDs by half when you use it.

Clairvoyance? Reveals wards.

Revive? Its cooldown is reduced by a minute every time a structure is destroyed.

Ghost? All slows are reduced in intensity by 50% and duration by 25%, stacking additively with total Tenacity and Boots of Swiftness.

Something like that. Flash/TP/Smite/Ignite/Heal/Exhaust are fine, it's the rest that need a hand, and putting the benefit off until after level 9... honestly it might be pointless, but it might also protect the laning phase from disruption.

BluePolarizer1 votes

bad idea. ppl take ignite early game to snowball, then switch to TP, heal or exhaust late game when ignite's useless. the whole risk of taking ignite is that it is useless if you don't snowball with it compared to TP, heal or exhaust.

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