@Repertoir Thoughts on Current Summoner Spells?

ShadowParker··8 votes·4,634 views

What are your thought on the current summoner spells?

Do you think some are lacking in power?

35 Comments

RiotRiot Scruffy11 votes

We know that flash is by and large a top tier summoner and everything else fights for tier 2. Generally we would say that more choice is better but in this case we haven't gone too far in trying to squash flash because we think the game is more fun and has some pretty great high "gamebreaking" moments built around the extreme power on an extreme cooldown that flash provides.

The idea that we have been kicking around if we were to ever revisit or update the summoners is to pick a few similar to flash style spells and buff them up majorly so that they could compete with smite directly (eg. ghost, teleport, etc). We'd probably have to make it so that you could only pick 1 of those "power summoners" if we knowingly made them strong.

Not forecasting any real changes, just sharing some thoughts we've had on the subject.

redniwediS7 votes

That's an exceedingly interesting thought experiment you've provided there...

With flash, ghost, and teleport being equally powerful what spell would you pick in a given situation if you can only bring one?

This will keep my mind busy through just about every loading screen for the foreseeable future, thanks!

SaltyKracka3 votes

What, are you suggesting that Ghost might not be forced to suffer and be shit forever?

Heresy!

Häßlich3 votes

Well, I don't foresee any way to buff/nerf/change Flash in such a way that players won't take it over everything else, so why not just have it as a "free" SS and make the other two slots open to other options? Seems like the only way to make the others actually compete for viability and introduce meaningful choice into SS selection. That, and it's abundantly clear that the game has been balanced around it anyway, so deleting it outright is probably off the table.

Electro5221 votes

I've thought of this too, however, making flash a permanent SS for everyone to use right away, and then leaving the other 2 slots open for other SSs.............completely changes the game on an unfathomable level.

You think the Morde rework is risky? Well, take that rework, and every other rework Riot has done, multiply the risk from all of them by about 10, and you have almost the same amount of risk Riot would be taking if they were to make Flash permanent. It would be, without a doubt, the biggest and most controversial change Riot has EVER done to this game.

Making that kind of change in early beta would make sense, but that kind of change when millions upon millions of people have been playing this game for almost 6 years now? I don't know. If I were a game designer, I don't think I would make that massive of a change.

Häßlich1 votes

Risky? Maybe. Necessary? I believe so.

I just don't see SS's ever being balanced while "Flash > All" remains true, and I also don't see a way that it will ever not be true without completely wrecking it (despite the numerous nerfs it has already seen). Consider too that most other SS's have a balance of power where they are relatively equal or counter each other in some way. Flash is the outlier and the problem. Since that is the case, treat it as such, and allow the others to compete for selection in a fair environment (one where the opportunity cost is not Flash).

Electro5221 votes

I completely understand what you mean, but once you make Flash permanent, you have a major power creep problem.

If you were to guess, which SS would be considered the second most powerful SS in the game. I don't know about you, but to me, it's Teleport. Once flash becomes permanent, Teleport would take its place as the "must have" SS with some exceptions (for example, the bot lane champs). Then, you would have the other 6 "liable" SSs (ignite, ghost, heal, exhaust, cleanse, barrier) competing for the "number 3" spot, with ignite, ghost, and heal taking it most of the time.

Just this alone would benefit some champions FAR MORE than it does others. A popular combo on Twisted Fate is Flash and Ghost. Now, think if he had another teleport on top of all of that.

Popular combo on Nasus is teleport and ghost. Now give him flash.

Think of Shen with the tele, flash, ghost combo.

Think of every ADC that goes for heal, that would now go for heal and barrier.

Every support with exhaust coupled with heal and/or ignite.

Yes, it does seem like such an easy and fundamental change. But I do not believe it would be healthy for this game in any respect unless they completely overhauled the entire SS aspect of the game, which is no small feat.

Häßlich1 votes

It actually has the opposite effect. It simplifies balancing because those kinds of combinations are predictable and likely, so it merely comes down to tuning the individual SS's. Some ADCs may opt for Heal/Barrier, but others may opt for Ghost/Cleanse or Heal/Ghost. It all balances out because the non-Flash SS's are actually in pretty good shape, for the most part.

(Also, I see Flash/TP on Nasus more than Flash/Ghost, but that's a whole other discussion.)

RiotRiot Scruffy5 votes

It's not an unreasonable suggestion to think of a world where flash is a given and the other spells can compete with each other in a reasonable way.

The one thing that we will very likely not do is effectively increase the number of summoner spells that a player has from the current 2 to 3. This is due to similar reasoning why we wouldn't want to increase the number of champion abilities from 4 to 5 or 6 in the future, there's a high diminishing return on value for having more and more available player actions, but the cost will keep increasing linearly (or maybe exponentially).

turkeyBACON2 votes

Would you guys be open to adopting Dawngate's system of purchasing summoners during the game? In this way people might not choose to switch out flash once its bought but the time and gold investments might encourage other "cheaper" summoners to be chosen in the early game. Being restricted to 2 but able to switch them out as the game progresses would open up a lot of strategic options.

Zhugan2 votes

The irony of this statement when champions like Elise/Nidalee/Jayce exist is pretty great. Because each of those champions effectively have 7 abilities (8 if you included their passives). I know an argument can be made that those champions only ever have 4 active abilities at once, but that is a pretty shallow argument against making flash universal.

There are lots of other options to give besides allowing a person access to 3 summoner spells simultaneously. They only gain access to the third spell when flash is on CD, for instance. Its especially frustrating that the game is so heavily balanced around flash because that is a major contributing factor to the weakness(es) of various champions, while often giving obscene strength to others. Annie's spell range seems to be gated by flash's existence as what is probably the best example of an SS keeping a champion in an awkward state, and when Ezreal has been good a contributing factor to that is having a set of two flashes for his kit so he can use his E to flash in and the flash to escape, or both to escape, or both to chase...

In short, flash may create opportunities for cool plays, but it is also one of the most bizarre balance points for the entire game because of how it seems to be allowed to effect some champions' balance and not others.

Nameless Voice2 votes

Wouldn't that just be reducing player options even more? Making Flash fixed and only allowing the other spell to be chosen effectively forces everyone to use Flash.

Right now, Flash is usually the best choice, but there are times (or specific champions) where giving up Flash for another spell can be a valid choice. Players can opt to give up their safety for more duelling power, for example (junglers take ignite or exhaust instead of Flash), or might prefer longer but slower mobility (Ghost) to an instant short-distance reposition.

I feel that forcing everyone to take Flash would eliminate these strategies.

Picollo1 votes

I've been thinking about way to change Flash to make it comparable to other summoner spells, but still keep it's mechanics. What about adding some delay before flash will work? Not necessarily channeled casting time, but for example something like "After casting this spell, champion will be moved into targeted direction after 0,5 sec delay. you can move, and cast spells during this time."

Masalar1 votes

An Idea I had was to simply make a "Rock, Paper, Scissors" of summoner spells, adding one that had a fair bit longer range than Flash, but couldn't go over walls. Then a slight nerf to Flash's range. This means you pick the movemement summoner you want: Over walls, longer but not over walls, Ghost or Tele. all this would do is, hopefully, break Flash's stranglehold on the summoner market, which might make people more able to try a few different things. Or the new summoner just takes it's place. Probably not though.

CrazedPorcupine2 votes

Are there any plans on overhauling Clarity and Clairvoyance?

Mimaropa1 votes

I hope they would atleast buff those two and barrier(heal is better). It would be great if clairvoyance removes stealth or some debuffs. For clarity, increased ap for a few sec? Reduce all ability cooldowns by 2? Its just thoughts. Its kinda sad that we never use them after lvl10

CrazedPorcupine1 votes

What I thought about CV is changing it to a 1 second global reveal of all 5 enemy champions. Similar to TF's Ultimate Destiny, but only lasing 1 second instead of 6/7/8 seconds.

exe31 votes

Why not just make Flash a basic spell that everyone gets by default like Recall?

The Blue Rajah1 votes

What I would actually like to see is flash made standard. Just, everyone automatically gets flash, and then you pick two OTHER spells as your customization. Some power or cooldown tweaks might be necessary, but I actually think the other spells are relatively well balanced, and it would give you the opportunity to actually make some choices.

Keevalroy1 votes

I know you've been busy reaching out to the playerbase, but could you describe in detail exactly why Revive was removed and why it isn't coming back? I've seen no removal reason provided that can't be argued.

Erockandroll1 votes

{quoted}

I know you've been busy reaching out to the playerbase, but could you describe in detail exactly why Revive was removed and why it isn't coming back? I've seen no removal reason provided that can't be argued.

only that people weren't using it. They used it in Dominion, except they trinketized that spell on that map.

But seriously though, what was the player bases Opinion of the spell at that time? I'm guessing the person who went Revive would get 4 reports from their team for trolling. Riot probably decided it was a bad spell as a result.

But that's the wrong question. The real Question is, why didn't Riot try to buff it before deciding it was not worth? And to be honest, it's a terrible spell, at least for summoner's rift. If your team gets aced, Revive only brings back a single member. How much good does that actually do against the enemy team? In Dominion, your more likely to have skirmishes and 1v1s, and that's where Revive can be useful. But not in the team fight. Also, you need to look at the fact that it only gives you power when your already dead. It's better to have power when your alive and able to help the team.

Keevalroy1 votes

Revive teleport Karthus is the ONLY way to play Karthus.

Edit: I suppose I should defend it more than that using the usage argument you brought up. Clarity and Clairvoyance are still in the game despite pitifully low use, but Revive is the only spell among them that gets removed. That makes no sense.

JedenVojak1 votes

Other spells which saw more use were also removed.

Like Fortify, Promote, and Rally.

Keevalroy1 votes

And Surge. My point is that rather than remove things that don't have clear value, make them non-troll aspects of a game advertised to be diverse in method of play. Isn't that what Riot was striving for a few months ago? Their whole diversity campaign? Diversity doesn't mean adaptation to removal of diversity...it contradicts their own logic.

Decrit1 votes

As i see it there is no need to lock summoners, but rather to give those a proper meaning.

Probably differentiating between hardcore, that gives istant benefit, and softcore that enhances the player can be more meaningful, since the summoner think "i need istant benefit or to keep a good performance for a while"?

This also means that there most be strong and healty dualities between spells, a necessary confrontation since you will always be deciding what to bring.

For this matter, maybe flash/ghost are not a good duality. Probably ghost is better as a roaming tool and needs to be comoared to teleport, that is stronger but more limitated, and a new juking/evading spell is needed to contrast flash.

Just something o was bashing my head into lately.

WiegrafOfValor1 votes

Why don't you split flash into 2 spells:

Flash = 270 sec CD, 450 Range, 0,325 sec casting time. Dodge = 60 sec CD, 150 Range, no casting time, 50% damage reduction during 0,250 sec.

Ser Garland1 votes

{quoted}

We know that flash is by and large a top tier summoner and everything else fights for tier 2. Generally we would say that more choice is better but in this case we haven't gone too far in trying to squash flash because we think the game is more fun and has some pretty great high "gamebreaking" moments built around the extreme power on an extreme cooldown that flash provides.

The idea that we have been kicking around if we were to ever revisit or update the summoners is to pick a few similar to flash style spells and buff them up majorly so that they could compete with smite directly (eg. ghost, teleport, etc). We'd probably have to make it so that you could only pick 1 of those "power summoners" if we knowingly made them strong.

Not forecasting any real changes, just sharing some thoughts we've had on the subject.

Did you just suggest a buff to Teleport?

NOOOOOOOOOOOOO

Sergeant Stephen1 votes

{quoted}

We know that flash is by and large a top tier summoner and everything else fights for tier 2. Generally we would say that more choice is better but in this case we haven't gone too far in trying to squash flash because we think the game is more fun and has some pretty great high "gamebreaking" moments built around the extreme power on an extreme cooldown that flash provides.

The idea that we have been kicking around if we were to ever revisit or update the summoners is to pick a few similar to flash style spells and buff them up majorly so that they could compete with smite directly (eg. ghost, teleport, etc). We'd probably have to make it so that you could only pick 1 of those "power summoners" if we knowingly made them strong.

Not forecasting any real changes, just sharing some thoughts we've had on the subject.

Why not just add a third summoner spell slot for flash, and players get two summs of their choice + flash? It would be even better if this made it so that flash was not affected by summoner spell cdr. This would allow cleanse/ignite mid laners, more fights top, etc.

Dalanin1 votes

it would be cool if clairvoyance interacted with Sighstone directly

ShadowParker1 votes

Is there a reason as to why you guys don't try to buff some of the lacking summoner spells? For example, clarity?

ItemsGuy1 votes

I find it weird that Riot has recently taken more of a "pro-Flash" stance, especially considering in the past that other Rioters on the core design team have attested to Flash being "too strong" and stating that it "leads to a much more passive play experience".

I'm personally of the opinion that Flash as a Summoner Spell (rather than a stat-less item with further limitations as it exists in DotA2) is something that damages the game much more than it enriches it. Its kind of like Focus Attacks in Street Fighter 4--which existed on all characters by default, despite not all types of characters benefiting from it the same way, or even as much as some others. What I like about Street Fighter 5 is that, despite the Focus Attack being a very intentional mechanic in its predecessor, it's being removed in favor of more personalized "V-Triggers" that are built around each character's playstyle rather than the other way around.

League seems to be having a problem with mobility creep in general, which along with knockups are used too frequently and given out at such a minor cost simply due to being an easy way to make a character "feel good"--if League were a twitch-action game like Quake or Unreal Tournament, giving everybody some sort of burst mobility could be fine because mobility would be a much larger part of the game. However, League's origins from the ARTS genre and click-to-move controls make it a much more strategically focused game, and the overabundance of mobility stifles the breadth of character types that are allowed to feel satisfying (ie. good luck enjoying that Xerath vs. Fizz matchup when the dude can jump onto you from half the lane away and still outdamage you).

Hopefully this stance is something that's reconsidered in the future. The day Flash is normalized as a mandatory Summoner Spell is the day League is dead in my eyes.

Azure Hamster1 votes

TELEPORT!!!!!!!!!!!! summoner 12

Rebonack1 votes

Improve the cooldown and range of Flash, but make it face-plant against walls.

Give Ghost the ability to run through walls ala Magical Journey, but on an internal cooldown to prevent cheese.

Combine Barrier and Cleanse into a single summoner.

Make Clarity allow you to recast a single basic spell that's on cooldown.

MOAR POWAH

JedenVojak1 votes

It's really weird - any other time like 99% of the player base all uses one thing Riot considers it OP and squashes it to the ground, but for whatever reason, flash is left alone.

It should really have been deleted by now.

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