Howling Abyss and the New Summoner Spell
So, Riot added the new summoner spell
for howling abyss,
which was basically enabled many champs to be way more useful...like
or
or
.
But despite the fact that the spell's purpose was to give melee champions chance to attack, it became almost as a "must-have" spell because of its 20+10*lv true damage, and even adc or long range mages choose
.
The thing is, the snowball moves quite fast and its range is really really long, so it's quite easy to hit a person, especially near a tower.
20+10*lv damage is too much, and I'm not just talking about it just because it feels like too much...
considering 5 v 5, lets say the hit rate for the snowball is..25%. (In an actual game, I think it is somewhere between 10% and 35%...or even higher.)
With people throwing their balls lets say, every 30 sec, the estimate damage a person would get is
(120+60*lv)/4. every 3 min
(75 for lv 3, 270 for lv 18)
As I already mentioned, hit rate is usually higher than 25, so the estimate damage is larger than this.
Considering that it already has the effect of "Running into enemy," and "Revealing the enemy," the damage it gives is truely, too much. ITS ALSO TRUE DAMAGE.
:(
Anyway, like 95% of people are getting
.
. At least people tried to take barrier, heal, clarity, cleanse, etc before.
My suggestion is that just reduce the damage at least by half... I mean, just being able to jump into the enemy and revealing the enemy is enough. It really shouldn't be a poking tool for everyone. I would like to see some diversity in summoner spells, please.