Summoner Spell System Redesigned (Concept)

Perma CC·7/27/2018, 8:16:23 PM·1 votes·793 views
Summoner Spell Update

**Notes: **Can only have 1 Primary Summoner spell and 1 Secondary Summoner spell or 2 Secondary Summoners spells.

**Primary Summoner: **

Flash-Chain: Range: 600 / Recharge Cooldown: 240 Charges: 2 (Begin game with 2) Effect: Teleports your champion a short distance towards your courser’s location. Cannot use Flash-Chain again for 48-15 seconds (based on level). Begin the game with 2 Charges.


**Flash-Burn: **Range: 900 / Cooldown: 270 / Ignite Radius: 250 Effect: Teleports your champion a large distance towards your courser’s location setting Champions on fire in a small radius around you. Dealing 80-505 (based on level) true damage over 5 seconds and applying grevious wounds.


Flash-Purge: Range: 350 / Cooldown: 180 Effect: Teleports your champion a very short distance towards your courser’s location and removing all disables (excluding suppression and airborne) and summoner spells debuffs affecting your champion as well as granting 65% tenacity and 30% movement speed for 3 seconds.


Flash-Portal: Range: Unlimited / Cooldown: 300 Effect: After channeling for 4.5 seconds, teleports your champion to target allied minion or ward, or channel for 2.5 seconds for an active allied structure or while within 1400 units of target allied minion or ward. Teleporting to an active structure begins charging the structure a small portal like device opening on it. The next time Flash-Portal is used on this structure, the portal will activate and a small gateway will open at the casters location. Allies and the caster can interact with this gateway, Right-clicking it, to instantly pass through the portal to the structure and gain a 30% bonus movement speed buff for 3 seconds. The gate is a one way trip and lasts 10 seconds before deactivating.

Note: Active Structures are structures that are currently on the map and can be interacted with. If a structure has fallen it is no longer active. If a structure cannot be interacted with it is not yet active.

**Secondary Summoner: **

Barrier: Recharge Cooldown: 240 seconds / Charges: 2 (Begins game with 2) Effect: The user becomes immune to damage and untargetable for 1 second but is unable to cast spells or issue attack commands for the duration and 1 second afterwords, but can move freely. Cannot be cast again for 60 seconds.


Heal: Cooldown: 270 Effect: Heals the caster and the two nearest to the cursor (Prioritizes the most wounded allied champions if no allied champions are near the cursor) for 115-345 (based on level) health, while also granting all three targets’ movement speed for 30% for 2 second. Champions affected by Heal within 35 seconds cause subsequent Heal casts on them to be 50% less effective. Additionally Heal cannot be reduced by the effects of grievous wounds.


**Exhaust: **Cooldown: 240 Range: 650 Width: 300 Effect: After a 1 second delay the user form a withering zone that lasts for 7 seconds reducing the enemies movements speed by 70% and all their damage dealt by 70% for as long as they remain in the zone decaying by 10% for every second they remain in the zone.


Ghost: Cooldown: 210 Effect: Your champion is granted ghosting for 5 seconds, and gains increased movement speed for the duration. Grants 30% bonus movement speed and allows the user to ignore unit collision and pass through terrain for the duration.


Smite: Functions the same.

Goals:

So the goal here with this system is opening up more agentency to pick the summoner spells you want or need for a situation rather than the summoner spells that are best. With the Primary and Secondary Summoner spell system it allows us to separate certain spells that dominate other spells and compete for their place. For example Flash is a summoner spell that is almost always needed in all situations and Teleport is a summoner spell that tends to overshadow all Summoner spells in the system, especially when it is strong. With the new system Flash and Teleport must now be picked between along with many other useful choices that heavily impact the flow of the game. There may be games where being able to cleanse yourself with your flash is more important than the other options. Or maybe you want to have 2 charges of your flash so you have more utility in that front. Or you want to be more aggressive with your flash, with the bonus range and ignite merged in. Taking the teleport version of flash means you lose the mobility aspect, but this allows for teleport to have a lower cooldown and some new additional utility based effects that can be game changing, but at what cost?

For the secondary spells I thought it a good time to address some of the frustrations with certain spells. Specifically Exhaust. Exhaust has been a spell that iconically has been an annoyance to many players. I think with the changes this will give much more meaningful counterplay to the summoner spell while also allowing the summoner spell to be stronger in specific situations. I think exhaust also competes well with the other choices in this tree.

Ghost has also been redesigned to now be what it was intended to be… an extra mobility spell. Ghost can now allow the user to pass through terrain. Obviously this is a powerful effect, thus the movement speed buff and duration have been reduced to compensate. Ghost is now a competitive option in this tree.

The next big change is to Barrier. A spell that in my personal opinion has always felt lackluster. I wanted to make this spell a spell that could be good on any champion as well as increase the skill around using it. Think of this spell as a players own agency to reactively dodge a specific spell used against them, if timed correctly. This allows for any champion to have outplay potential if they take this summoner, however at the drawback of a 2 second disable. This spell also competes well with the other options.

Heal has been only slightly redesigned to now affect 3 people rather than just the user and 1 other. But for Heal to complete it needs to not be so heavily countered by grievous wounds. Thus Heal will be the one true healing affect in the game so far and cannot be reduced by grevious wounds.

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