Give Summoner Spell's the Smite treatment!

Xela Syab··5 votes·590 views

The main reason why we're seeing smite on laners is because of the item benefits, seriously if riot will just make unique items for summoner spells we would have more item and spell diversity in the game.

4 Comments

DrinkurMilkshake2 votes

Riot only cares about smite, flash, teleport and ignite to keep Mundo trashy.

CasterGilgamesh1 votes

well why not make summoner 13 restore energy as well and increase Mana Regen and Energy Regen also Reduce the the cooldown of {{summoner:2}} since item 3363 basically does the same thing let summoner 21 grant bonus armor for tanks that scales off bonus armor and magic resist to let tanks get it and that's all the ideas i have

Xela Syab1 votes

well I was thinking they should give free or reduced price wards if you get {{summoner:2}} and cheaper trinket upgrades. summoner 21 gives bonuses to any shielding item or additional shielding upgrades (bv, locket, Maw, Bloodthirster),summoner 13 just some ideas.

Delioth1 votes

Agreed... I mean, there are distortion boots if you really want to buff your flash/ghost/tp, and there are the smite items. I'd really like to see it for a few specific summoners first, just to let them get some experience and to make there be a reasonable choice for summoners, but eventually get to most of the spells. Maybe just give an additional item slot for a summoner-enhancing item (Rather than putting them as enchants on another item, thereby making that item/those items required for that summoners.)

Ideas (including repeats from that ^): -Give another item slot specifically for summoner enhancements (maybe revive some old items as summoner-enhancing only items- FoN for barrier, Wriggles/Feral Flare for ignite, &c.) -If not giving an item slot, unlock upgrades for all items of a category with a summoner spell:

  • Ignite unlocks 2 enhancements on offensive items (give more gold value in AD or AP than any other stat (includes penetration and crit in with AD/AP)), named burninator and frozen-fireinator (tentative). Burninator causes ignite to deal magic damage equal to its regular damage in 200 units around the target, while frozen-fireinator causes ignite to slow enemies by 30% during its duration.
  • Heal unlocks 4 enhancements on health-based items (mana is not considered a competing stat), named Invigorate, Selflessness, Second Wind, and RUNAWAY!! (names tentative).
  • Invigorate gives a burst of power to the user and target of Heal, increasing the movespeed by 50% and giving the original value as attack speed.
  • Selflessness doubles the effect of Heal, but only grants the effect to the target- the user gains no direct benefit.
  • Second wind causes Heal to grant half of its heal to units within 300 units of both the user and the target. If either the user or the target are the only ones affected by their respective bursts, the heal effect is increased by 40%.
  • RUNAWAY!! boosts the movement potential of Heal, granting half the movespeed bonus to allies within 500 units of the user and the target. Ditto the final clause of Second wind.
  • Clarity unlocks 2 enhancements on mana-based items (including manamune/archangel's, hp not considered a competing stat), named Expand Mind and Soothe (names tentative).
  • Expand Mind passively allows the user to go negative with mana, triggering when they cast an ability that would put them negative. It effectively allows them to recover the mana after using the spell (5 seconds duration of overuse, cannot use abilities until at least 0 mana left, even if they have no cost.)
  • Soothe additionally regenerates (20 + (10*caster level) = 30-200) health to all allies in the area of effect over 7 seconds.
  • Flash honestly doesn't need an enhancement, unless it gasp falls out of favor with the advent of other enhancements.
  • Clairvoyance unlocks X enhancements on specific items (sightstone, twin shadows, Banner of Command, Ohmwrecker, Zz'rot's, maybe another if you think it's needed), named Let there be Light, Rods from God, and Bated Breath (names tentative).
  • Let there be Light grants true vision in the radius, dispelling invisibility for the duration
  • Rods from God drops 2-4 visible, 1-hp wards in the area that last for 1 minute or until destroyed.
  • Bated Breath causes the initial cast of Clairvoyance to have no effect unless there is an enemy in the area. For the next 15 seconds, if an enemy enters the area, it triggers Bated Breath, revealing the area around that champion.

&c. &c.

More from Gameplay

More by Xela Syab