Static Summoner Spells

HentRex··4 votes·1,697 views

Note These are not solid facts just generalization, do not take them as this happens every game no matter what. There are exceptions to every rule.

So it seems summoner spells have once again become stoic. Everyone takes the same thing over and over and over. Top land takes, Flash/Tele. Mid takes Flash/Ignite. Jungler takes Flash/Smite. ADC Flash/Heal, and Support Flash/Exhaust. Barrier, Cleanse, Clarity, and Clairvoyance are left to the wayside. Note Ghost is interchangable with flash on some champions. So why don't we change some of the unloved summoner spells to make them more enticing?

summoner 21 Provides a shield based off 15% base HP. {{summoner:2}} Removes fog of war for .5 seconds. 5 minute cooldown. summoner 1 Removes debuffs, reduces 65% of any new debuff for 3 seconds. Make it a Micro Olaf ult for the first .5 and allow movement through creeps for the duration. summoner 3 Not much needs to be done with this one but maybe remove the armor/mr debuff and creat a new summoner spell for it, then you could run shredder comps based around that.

summoner 4 Trusted Flash, not your fault you so good. ONLY thing to do is MAYBE Increase the already long cooldown. I'd rather see everything else just get buffs to be on par with you though. summoner 12 Again Not much change needed. Already in a really good spot. Decent CD, lowered when used for tower tp's. summoner 6 Some one suggested allowing the caster to run through "1" wall I.E. Bard's Journey. I like that idea, I'll also add an alternate, Add gate's around the rift along the walls of the jungle that only open during ghost like the ones in and out of the bases. summoner 7 Another staple spell. Right now Heals a flat number. Lets change it to missing Hp% summoner 14 True to it's damage and true I'll stay with this one. summoner 11 Another true damage spell only this time for creeps. Safe niche summoner 13 Restores Mana to caster and teammates in an area. Well how bout at so ap/cd buffs to it? For our mages. Well now if AP's are gonna get a spell with some buff how bout some ad's get it as well? The return of SURGE. Only this time it buffs only attack speed and damage. No ap buff since that's covered with Clarity.

27 Comments

redniwediS2 votes

It's been a while since I've regularly played support, but when I did I absolutely loved bringing Clairvoyance. It fell off mid to late game, but early game I was quite skilled at mapping out the enemy's jungle route and keeping tabs on them. One game I even got accused of fog of war hacking (if I could see past the fog of war why would I need Clairvoyance...)!

To me all it needs is some sort of cooldown reduction if you successfully spot an enemy. Obviously you wouldn't want enough reduction so that you can infinitely keep tabs on the enemy jungler, but it should be enough to separate those who can mentally track the enemy and those who cannot.

HentRex1 votes

Ya but then why even have blue trinket. One of them has to go. I'm more inclined to go with clairvoyance getting the boot. But that being said I'm not against it getting a buff like that. CD reduction for all spells abilities and items reduced by 10% of current timer. Plus a 5% cd for the next XX seconds

redniwediS1 votes

They can both fill very different roles.

Blue Trinket can be fully balanced around remote ward placement, instead of having a mini-Clairvoyance attached. Clairvoyance can stay as the global checker it is now, and Blue Trinket can take on it's upgraded role by default for more permanent vision.

They already fill different roles just based on their range, why not expand on that role difference instead of simply removing one?

HentRex1 votes

The same reason we are in the problem we are. One would simply be better to get than the other. Yes ok SS would have greater range a few seconds more, but the cool down would be a lot longer than the trinket, not to mention the trinket is leaving a ward. How would you adjust them both to keep the identities they have now with out making one out shine the other? Like I said I'm not against the idea just do not see it as feasible. Blue trinket was created to replace clairvoyance in my opinion.

redniwediS1 votes

Right now the trinket has twice the cooldown of Clairvoyance.

The difference here is between permanent vision and temporary vision. One provides vision for an extended time, and for that time you know that area is safe. The other simply checks an area for the enemy. Clairvoyance provides instant knowledge on a short cooldown, where as a ward provides long term knowledge.

And so my suggestions are give Clairvoyance a reduced cooldown if you successfully find an enemy champion, and make Scrying Orb a long range, higher cooldown version of the Warding Totem. Scrying Orb will still place visible wards without true sight, so it won't edge in on Warding Totem's role.

HentRex1 votes

While now I do like your solution, Made me start thinking you know what lets lower the range on the scrying orb, but give 2-3 charges like totem. Then that made me think that's giving way to much vision with no counter play at all. And as soon as I thought that I realized, That is why clairvoyance has had all it's buffs removed except for the lower cooldown. Previously gave stealth detection...removed because oracles. Still no Reason to add that back because Red trinket. All in all your idea for this is getting where I couldn't. Still think it's redundant, but I do feel you're on to something that would work, so I'll concede victory to you. If only in the fact that I hope this would end the stagnate summoner spells of the rift.

HentRex1 votes

Ok tweaked clairvoyance.

HentRex2 votes

Had a thought about Clairvoyance mate. Removes Fog o' War for .5 secs but has a 5 min. Cooldown. You see "where" everything is, What camps are up can you sneak a drag. But then raise the cooldown to be on par with flash and tele.

EyesOfTheFox2 votes

I think it would be cool if they combined summoner 21 with summoner 7, making it one spell.

I also think it would be cool if summoner 3 increased on your champion all the things it reduces on an enemy champion.

summoner 4 is just too versatile, and it's honestly only because of Flash that certain champions can even stay competitive. Annie>Flash>Tibbers Stun comes to mind. Imagine taking Flash away or changing it to where that's no longer possible. It would make her a weaker pick. The fact that some champions HAVE to rely on Flash to be relevant is what makes Flash seem to be overpowered when really it's just there to compensate for weaknesses in champions. It offers champions without a gap closer/escape, a gap closer/escape. The problem is, that Flash also allows champions with gap closers to chase down pretty much any champion they want regardless. This almost brings me to say that the gap closing mechanic in league is somewhat broken/unbalanced, as it is the most coveted of all the abilities/spells. But then again, that's what CC is for.

HentRex1 votes

While that could be fun to have. Combining summoners we have now would make it easier for flash to remain prevalent. I'm trying to find a way around that. Heal would be outrageous here.... as would exhaust. On the first part, you got me thinking(exhaust lower's a lot of stats, Movement Speed, Attack Speed by 30%, Armor and MR by 10, and their damage dealt by 40%) I was trying to make barrier the tanks go to summoner. So, instead of just throwing some stats on them, how bout shield based off HP not levels? Heal is already pretty good but it's a flat number, How bout heals for % of missing HP. This way there would be no need to combine them and would greatly buff each of them. And then, your idea for exhaust would see a complete shift in the meta for supports. Could even bring back the double bruiser bot lane from Season 1. You'd no longer see it on the supports, but you probably see it top lane. Can't imagine Trundle top with this spell lol. Gonna edit changes onto barrier and heal, but I think I'll leave exhaust alone for now. Thanks for getting me thinking again.

EyesOfTheFox1 votes

No problemo~I'm sure Riot thinks about this kind of stuff every day. If it's hard for players to figure out buffs and nerfs to stuff imagine how they feel lol

I try to play in every lane, and I always take Flash in every role. I don't think I'll ever NOT take Flash. I used to take TP and Ignite top lane, but I feel like Flash just offers more than Ignite can in certain situations. In mid lane I take Flash and Ignite. It's hard to imagine taking something that's not Flash, just to get Flashed on... Perhaps if Flash was a permanent addition to the arsenal a la Recall. That idea was brought up by someone on the other thread~ That would allow for greater use of the existing spells.

Dreadlocks1 votes

I think barrier needs the duration buffed from 2 seconds to 5, or 4 at the very least, then it would be a solid counter to ignite.

HentRex1 votes

True but cleanse is a complete counter already. I'd rather see barrier used on tanks for engaging fights with.

AntiFlash1 votes

{quoted}

True but cleanse is a complete counter already. I'd rather see barrier used on tanks for engaging fights with.

Barrier should increase healing for the duration.

HentRex1 votes

I like that thought. But what about added that to heal, Added heal from any other source for 5 seconds? But only for the caster.

Sìel1 votes

summoner 21, summoner 3, and summoner 7 are taken over summoner 14 in certain matchups for midlaners. The same goes for summoner 14 over summoner 12 in the top lane. Some champions with escapes take summoner 12 summoner 14.

Really the only spells that need consideration are summoner 13 {{summoner:2}} since they are never taken for rift, unless the person is trolling.

HentRex1 votes

True I'm really just trying to make every spell Extremely niche for a certain type of champ. Trying to entice them into it.

Serevas1 votes

Honestly as of late I've seen a lot more variability with summoner spells, at least in the mid lane. In the last two to three weeks I've seen summoner 3 summoner 1 summoner 14 summoner 7 summoner 21 summoner 12 summoner 6 in addition to flash of course.

Everywhere else is rather static. Top lane the choices are typically whether you take Teleport or Ignite, then whether you take flash or ghost.

Jungle it's Smite and Flash 95% of the time with the odd smite teleport, smite ghost, smite ignite, smite exhaust on a very small population of junglers.

ADC you see Flash and Heal, with an extremely rare Cleanse in place of Heal. Then Support if Flash with either Exhaust or Ignite depending on the lane needs.

HentRex2 votes

I'm just trying to find ways to make flash NOT a must and anyone who doesn't take it get flamed. I remember support season 2 exhaust/ignite wasn't uncommon. I kinda want a return to that.

BluePolarizer1 votes

Smite/TP top was the norm from march to june. Note it wasn't smite+flash. It was smite+TP, meaning flash was deemed inferior.

Whining about "cinderhulk OP" got rid of that.

AntiFlash1 votes

{quoted}

Smite/TP top was the norm from march to june. Note it wasn't smite+flash. It was smite+TP, meaning flash was deemed inferior.

Whining about "cinderhulk OP" got rid of that.

More like that was the fad at the time. Just like how people think they need flash.

BluePolarizer1 votes

I personally don't use flash that much when jungling but there are some positioning dependent champs who absolutely need it i.e. Janna.

HentRex1 votes

On that note smite made it's way mid with runeglaive. But still when was the last time you saw less than 5 flashes in a game of league?(on the rift)This is what I'm hoping to see a change in. Why should flash be a mandatory summoner spell? It's either over powered or the others are under powered.

Serevas1 votes

Yeah I get that, it would be nice, but there's just so much that I can utilize flash for that makes it extremely difficult to opt for any other summoner spell unless there's something that makes flash redundant.

Shyvana can get away with something other than flash due to her ultimate and natural speed boosts.

Olaf does because you're not supposed to come out alive unless you've killed off the entire enemy team already and he has the tools to stay in the fights for a long time.

Shaco can as he basically has flash in his kit.

Sejuani can as well due to the same reasons as Shaco, but beyond that the spell just provides the ability to chase, escape, jump walls for smite steals, jump walls to safety, jump walls for a kill, etc.

It's just too.....versatile.

HentRex1 votes

Exactly my point that's why I was saying add some stuff to ghost, Give some leeway to cleanse make MORE escapes possible. Why would LB need flash mid? Cleanse/Ignite. Ez bot? Surge/Heal. Anyone with a dash could make use of some of these over flash.

AntiFlash1 votes

I agree everyone is to consumed by flash. Delete it. I haven't used flash in atleast two months, even though before that I rarely would use it. I was still able to climb through gold and into plat. Most flashes are wasted anyway. Have you ever paid attention the stupid things people do with flash? Or how useless it can be when they fail flash or someone flashes right after them.

HentRex1 votes

At one point Riot asked the community if they should remove flash. Think it was like 80%-20% or 90%-10% overwhelming no. So Riot said "Ok. Keep your Flash, but we warned you."

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