Redesign Summoner Spells Completely

Sanguicidal··13 votes·639 views

Ok so hear me out on this. What if we removed the current active summoner spells from the game and replaced them passive summoner abilities. For people who are worried about smite, smite would become an ability gained from purchasing the jungle item and you would then use your item bar to cast it. For those who are concerned about every one purchasing jungle items, you would still have to take a jungle passive that would essentially be the hunter's talisman passives. Which would then be removed from the items. Problem solved.

The new passives would aim to help out rolls who have itemization or identity crisis at the moment. (Please keep in my this is my first post about this and I am completely open to constructive criticism and feedback)

Heal- becomes the Medic passive, granting a unique aura (that doesn't stack) to increase the effective healing on nearby allies by a percentage as well as increases any healing done by you by a smaller percentage. Now the heal skill would move to supports who sustain their lanes and be off of adcs. Exhaust- becomes the (insert name here) passive, dealing damage to an enemy reduces the amount of damage they deal by 50% as well as their armor and magic resist by 30% for 3 seconds with a 45 second cool down. This would be another spell useful on supports who harass or solo lanes who are afraid of getting bursted or need help securing the kill, notice the slow is removed. Ignite- becomes the Deadly passive, increasing your damage dealt to targets below 35% health by a percentage and affects them with grievous wounds. Barrier- becomes the Mage Armor passive, granting you a shield for an extremely brief amount of time, thinking like .8 seconds or less, that would reduce the effectiveness of all damage and crowd control affects by a percentage for the duration. Activates on it's own when ever an enemy champion deals damage to you. 75 second cooldown. Useful on tanks or assassins who struggle to engage without getting bursted. Also as a defensive passive for mid laners and adcs who don't want to get caught out. Smite- becomes Hunter's Instinct, which allows them to purchase jungle items and increases healing xp and mana regen while in the jungle. Ghost- becomes the Ethereal passive, passively increasing move speed and granting a 50% tenacity bonus against the first crowd control ability to hit you, which then has a 60 second cooldown.

Flash- an ability you gain from purchasing boots.

Remove clarity and cleanse.

Some people may be like, so I have to use the numbers on my keyboard to cast flash? Well sure or you could just rebind your hotkeys in the in game options and place the items in the appropriate slots.

Hopefully every one could see how this would help out sooooo many champions. The passives having cooldowns allows for you to still be able to play around them. Every one can have flash now as well as supplemental bonuses to help compliment their play style or roll. Mage armor being usefull against powerful assassins or bursty teams allowing other assassins to still get combos off and rewarding people who play around this most effectively. Or maybe you feel it's useless and you'd rather have the burst assist of deadly and more mobility with Ethereal? Maybe you really want to secure that kill so the new exhaust and deadly is the right choice for you. Honestly this creates so many options for how to best compliment your play style. Want to adc and not worry about shaco or talon showing up and destroying your hopes and dreams? Ethereal and Mage armor together! Seriously there are only so many combinations but now you're freeing up ones ability to itemize efficiently.

6 Comments

Marshbouy11 votes

For people who are worried about smite, smite would become an ability gained from purchasing the jungle item and you would then use your item bar to cast it.

Yeaaaaaaahhhh, nooooooo. What about jungle less item builds? What if i want to trade out warrior for ravenous hydra late game on rengar? Do i lose my baron control because of that? Also now vayne has no reason NOT to build bloodrazor.

becomes the Medic passive, granting a unique aura (that doesn't stack) to increase the effective healing on nearby allies by a percentage as well as increases any healing done by you by a smaller percentage. Now the heal skill would move to supports who sustain their lanes and be off of adcs.

That would make it useless outside of bot lane. I have friends and i have seen people take heal on azir/velkoz/lux. They would like to have a word with you about that change.

notice the slow is removed.

The slow is crucial to the ability. It's taken against mobile champions not just for the damage reduction but for the slow to catch up to them..

Barrier- becomes the Mage Armor passive, granting you a shield for an extremely brief amount of time, thinking like .8 seconds or less, that would reduce the effectiveness of all damage and crowd control affects by a percentage for the duration.

No. That would be garbage against a sustained damage mage and busted against an assassin.

Flash- an ability you gain from purchasing boots.

No. Rushing boots first and forcing a cheese first blood is not something i want to experience.

Ignite- becomes the Deadly passive, increasing your damage dealt to targets below 35% health by a percentage and affects them with grievous wounds

Why buy item 3165 then? Not to mention it would be pretty busted on assassins.

Sorry but all of your changes just sound pretty terrible for the game. Passive summoner abilities are not engaging and fun at all. Just about all the ones you proposed would either hard counter half the roster or be terrible.

Mhihnj2 votes

Garen + phantom dancer + exhaust = lot of damage reduction

Paladin 0f Life1 votes

This. Right here. Yes. Repost daily plz

Darkslayer851 votes

RIOT HIRE THIS MAN

xXxAltaïrrxXx1 votes

This is...really good tbh.

ReDesign1 votes

Did someone say redesign [slayer-jinx-wink]

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