Balance Out Summoner Spells

santaslicer·9/19/2014, 10:07:10 PM·8 votes·2,499 views

So Riot's goal is to balance out league of legends but if you have a look at summoner spells you notice that there is no balance at all. First of all summoner 4 is always being used and a secondary spell is usually summoner 14. Of course junglers use summoner 11 and supports use summoner 3 unless they have enough CC to use summoner 14 . Most top laners take summoner 12 but of course summoner 14 is a fallback for top laners. And adcs take summoner 7 and rarely summoner 21.

And that leaves me wondering how is this balanced if everyone takes summoner 4 and summoner 14 over anything else unless they have to take something else because of their lane choice.

So all in all I just hope that Riot balances out summoner spells so there are other viable summoner spells.

35 Comments

RiotCaptain Gameplay9/20/2014, 1:21:02 AM8 votes

There's a lot to debate here, but I'll try to cover some of my own personal points and opinions on the matter.

Flash is a near mandatory skill because it allows play making and provides all heroes with both an offensive and defensive ability that is frequently game changing. In this regards, it could be considered terrible for the game from a game design perspective. It is singularly so impactful to game play that all heroes must be designed and balanced around it's existence. However, from a player perspective, Flash is actually acceptable, or even desired. To understand why, we can look at Dota, and other Mobas. It is a fairly uncontestable statement that heroes in LoL counter each other to a far lesser degree than heroes in Dota. Why is this? One of the major factors is the existence of Masteries, Runes, and Summoner Spells. Each of these serve to allow individual heroes to adapt against other heroes. In this case, Flash is ESPECIALLY effective - can you imagine how heroes without an escape could possible escape a J4 Ultimate? They cannot. Thus without Flash, if one team saw their opponents pick non-mobility heavy composition, then picking counters such as J4 who can easily and continuously abuse that deficiency would make for a much more one sided game then if Flash were an option. This of course leads to the question of: Doesn't Flash therefore reduce the strategy involved in pick/ban phase of the game? In short, yes, yes it does. Having played other Mobas for 4+ years now, I can tell you that team compositions and lane matchups matter far and above more at non-competitive level game play in other Mobas like Dota versus in LoL.

tl;dr - Flash is mandatory because how uniquely powerful for its offensive and defensive uses, allowing it to single handedly change how games are played and won. While un-elegant, this isn't necessarily bad because it allows more freedom in team composition, though at the cost of some strategic depth and hero diversity.

Ignite can be seen as the counter to Flash. How many times do you notice that you flash even though you will die to ignite? Instead of trying to chase enemies for that last bit of damage, (after they escaped using flash, or some other permissible mobility skill due to the existence of Flash), you can simply Ignite the opponent. On top of its extra burst damage and occasionally useful healing reduction, I think it is this factor that makes Ignite the almost de-facto second summoner.

All other summoners except revive seem to have their own situational uses that make them acceptable, and I don't think there is any complaints there.

Eagleheart9/19/2014, 11:59:38 PM6 votes

The only time I see {{summoner:10}} is with summoner 12 for the dreaded Zombie Karthus

12tales9/20/2014, 3:48:57 AM4 votes

I personally like the gameplay that flash offers. The number of plays that are only possible with flash make the game a lot more interesting,

I can't imagine how having more "press this to deal damage" or "press this to get health" could lead to more entertaining gameplay than "press this to instantly reposition."

Marthian9/20/2014, 1:10:42 AM3 votes

The reason everyone takes Flash is because mobility is extremely powerful in this game. That and Flash is extremely versatile: Escape a killer, catch up to a dying target, Flash-Stuns, Dodge a crucial skill-shot, reposition, jump in/out of dragon/baron pit, disrupt some kill combos, and a lot more I can't think of.

If they removed Flash (unlikely) then there would be a pretty huge meta shift (and a lot of champions would fall out of favor due to a lack of escape.)

Sire Hippington9/20/2014, 2:05:01 AM2 votes

The main problem with summoners is summoner 4 It's just to potent in nearly any situation to not take it, while it'a rather impossible to nerf, as numbers would either need to be way off so it becomes useless, or it will be a nearly mandatory choice. Since we can't realy balance it, there are only two options left to increase summoners diversity: Rremove summoner 4 from the game or make it a base skill for everyone(like recall)

Removing it would throw over the entire balance off the game as flash has become such an integral part of the game by now.

Having it as base abillity would also disturb balance a bit as u would have 3 summoners, and it would increase the complexity of the game some more as u now would have 1 high cd more on each player to keep in mind aswell as 1 aktive skill more to care about in a fight.

I personally like the first option more, even if it would require alot work for rebalancing, as it imo would open alot more room for diversity off champions, as something like a Gallio-Ult wouldn'T have to be balanced around the possibillity of a flash-engage. It would also play in favor for hard-enage and divecombs and against the currently more dominant poke/siege/kite + splitpush-co other summoners,mbs, eventually balancing out the diffrent strats.

About other summoners: summoner 14 really needs a nerf. It's just unconditional truedamage that doesn't ad any gameplay and thus imo is the worst designed summoner in the game. Besides that, summoner 1 summoner 13 {{summoner:2}} summoner 6 all could use some more or less small buffs:

  • summoner 1: Cleanse could use some lower cd, or a short speedbuff ot a longer cc-reduction(atleast for melees). Right now the problem is that most usecase are just not cleare enough. It's ften just hard to predict if it's worth to use that high-cd to get out of cc, or if it wouldn't make much difference. I think especially a lower cd(maybe cc geting lowered when ever u get cced?) would be best as u could use it more freely with out the fear of wasteing a very high cd.

  • summoner 13: Clearity either needs lower cd or way more mana reffiled(like full mana), so choosing this summoner allows u to skip mana-sustain from items to actually make it worth a summoner slot

  • {{summoner:2}} : Clearvoyance also could use a lower cd, or a bigger aoe with longer duration. It's just not granted that u really gain much from useing it, so u should either be allowed to use it more freely, or it should have more impact to make it a more reliable scouting tool.

  • summoner 6:If u use Ghost, u rarly can be sure to get away or catch up for the kill befor ur enemy gets help, just like cleanse. So either againlower cds so u can use it more freely if u feel like u need it, or a 100%speedbuff that decays down to normal ghost level over 2-3 sek, so u can actually use it reaktivly and respond to situations. A reduction of low-effeckts would also realy help Ghost, as it currently gets countered by slows really hard(just like any other speedbuff, which is a huge reason for mobillity-creep, as speedbased mobillity is way to easily countered so u need gapcloser to get anywhere).

Weegee9/22/2014, 3:54:01 AM2 votes

You're exaggerating the usage of summoner 14 . It used to be a very overused summoner spell, but the game has changed a lot. summoner 3 summoner 12 and summoner 7 are all used a lot with the buffs they got a while back. Sure you can say specific roles take certain spells too often, but at least we don't have much games with 3 summoner 14 per team.

summoner 4 on the other hand has no solution. It's just too strong. The only way to minimize its use is to buff champions that love summoner 6 such as Nasus Olaf TryndamereSinged .

Wreckdomreck9/20/2014, 12:28:44 AM2 votes

IDK Clarity has been getting some love from me since ive started to play Azir, but barrier just looks so weak that i have never taken it, ever. I say they should merge clarity and cleanse, barrier and clarity, OR clarity and and cleanse.

Merging barrier and cleanse could really mean a whole new "oh shit" button as opposed to flash, helping you escape cc while mitigating the damage.

Merging clarity and cleanse would mean that a caster has to decide if they are out of mana to get out of cc or to keep sustaining from the mana up OR help them do both.

Now that i think about it barrier and clarity together would be rather pointless.

As for clarivoyance, i think it should be a whole map vision for the same duration, vision really can change the flow of battle really quick..

And am i the only one who thinks revive should spawn you at your place of death as opposed to the home base? Revenge possibilities anyone?

tobymaxlewis1/2/2015, 3:24:00 PM1 votes

Revive should on the spot revive to make it seriously any good. similar effect to GA however GA denies the kill gold whereas I don't believe Revive should. You could risk coming back to life with 1/3 health to try and assist team fights. It may pay off or it may fail resulting in giving away more kill gold. To make it fair, Revive should not be able to be activated unless killed by an enemy champ. This would stop people tanking baron and drake in early game and dying without penalty.

BestFriendSword9/19/2014, 11:44:56 PM1 votes

Competitive play see's just as much exhausts and at least one teleport on mid or top (mostly top) ignite is just so useful in solo queue as killing people and winning lanes will win you the game. I do however agree the other summoner spells could use some love.

RIPDusty3/13/2015, 2:53:57 PM1 votes

What if there was a new summoner that instantly reduced cd's to 0? OP on champs ults...well then it will reduce ult timer by half (half of full value not half at the time) and suddenly that rumble's ultimate that was used 30s ago(dunno how long his ult timer is) is suddenly back up but he did still have to wait that time and now he has a big cooldown on his summ.

Or don't reduce cool down on ultimate atall.

Or do the first one but after using your ultimate directly after the summ, it increases your ult timer by...20s?

Just an idea for another summoner that could be implemented and could be another game changing summ like flash. Comment ideas

Hullabaloo9079/20/2014, 3:36:37 AM1 votes

Some champs can get really good use out of summoner 6. {{summoner:10}} for people learning to play. summoner 1 is probably super underused because it takes extremely fast reflexes for it to be effective. summoner 13 is also good for people who are learning because it helps with mana management. {{summoner:2}} really does need a buff, especially since it can be obtained in trinket form now.

Duke Anax9/20/2014, 7:54:18 AM1 votes

summoner 4 is only so overused because players are too stubborn not to take it.

There are a lot of champs who have a dash that is equal to or stronger than Flash and has less than a tenth of the cooldown. Those champions should take two other summoners spells, because they are worth more than one extra dash, or even the option for a doubble dash.

{{summoner:2}} is way underrated. I recently started always using it on jungle and support and boy does it make a difference having that extra bit of vision, especially at the start. The trinket can not compare to the global range, especially when you want another trinket.

summoner 13 is really usefull when i decidedly don't wanna build a mana item.

santaslicer9/20/2014, 8:56:15 PM1 votes

I understand that summoner 4 is a really good summoner spell and very viable but what I really want to see is other summoner spells become strong enough that it would be worth not taking summoner 4 .

Daishø9/20/2014, 9:25:20 PM1 votes

I use summoner 21 on ADC. Does that mean im weird?

Stacona9/22/2014, 3:58:38 AM1 votes

Honestly, Riot needs to remove Flash, at the very least as a summoner spell- but if other ideas do not work then Flash is just straight up removed from the game, a summoner spell that every one uses in the game every game should not be in the game because what is the point

Tnki9/24/2014, 4:15:11 AM1 votes

I personally think that there is more variety in summoner spells than there was a year ago. It wasn't uncommon to see Flash/Ignite on everyone. Now, ignite is usually saved for mid or top lane. Teleport is used frequently by top laners. Exhaust/Heal bottom lane. You will almost always see the same roles with the same spells, but at least there's many spells on a team instead of just two or three total.