Flash [Balancing Concept]

Stacona··3 votes·617 views

This is going to separate Flash into on offensive spell and into another new spell for defense just like Zhonya's Ring being split into Hourglass for defense and Deathcap for offense. As everyone here should know by now, Flash has been the most dominant summoner spell since League's creation, so this spell can be safely deemed as very overpowered because of its ridiculous high pick rate.


Quick: This is Ghost renamed to Quick; completely unchanged to what it does now except for a name change, you will see why in a moment.


Ghost: Become transparent for 3 seconds. While transparent become untargetable and ignore all unit collision, abilities, and terrain. Cannot attack or use spells while transparent. 210 seconds cooldown.

This concept Ghost will be for the defensive portion of Flash for if you are needing an escape tool to stay alive. This is preferably for offensive roles like the Mage or Marksman to stay alive by using the transparency to de-aggro the enemy and try to run away, or use it to run through a wall in a sticky situation.


Flash: Quickly dash towards enemy champion within vision range. 210 seconds cooldown. 650 units range.

First off, Flash has been moved from being a blink/instant teleport to a dash. This allows for the spell to have an animation of where Flash is going to allow for better counter play and reaction from the opponent to properly adjust their gameplay to react to the enemy's play. Another majour point is that this spell is no longer free cast and can only be used on enemy champions, {SEE EDIT} because Flash is now set to be offensive use only and for the better gameplay aspect with giving it a dash animation the cooldown and range can now be greatly buffed to what it currently is. [Even though I am pretty sure this is what Flash's cooldown and range used to be when it was first released.]

Thank-you for your time and have a nice day! ^.^ ~ Stacona

EDIT: Small change to Flash concept, it is now a [adjustable] skill shot that can only be cast within your champion's vision radius and only towards enemy champions, this will grant more freedom and flexibility than the point-and-click on enemy champion I originally had here, but to keep the spell as offense only and concept Ghost being the defensive only spell.

11 Comments

Guerrilla God4 votes

No. Summoner Spells can't be broken down like items can. There are only two spots for SS, we dont need more of them to pick from. Plus it just limits our abilities completely. Flash is balanced imo. It gives you a short window of time, and gives you some distance to work with; thats it. But enemies always have multiple ways (including using flash themselves) to re-close the distance. I'm sure everyone has had moments where they flash in an escape attempt, but end up dying anyways because Sion ultied or Shen E'd of TF Q'd. There are a LOT of champions with gap closers/range etc. Flash is fine as it is. If any change were to be done to it. I'd rather have it completely removed. I actually think it would be interesting. Most people would pick up ghost. But overall you'd see a lot of other SS come into play.

Stacona1 votes

If Flash is balanced then why is it taken 90% of the time every game? I want Flash removed to - but people do have a valid point of having an initiation spell, which is why I wanted to move Flash to being for only on initiators so you can still Flash Tibbers, Flash Crescendo, Flash mummy ult, etc and Flash being split up into offense and defense means that if you want the same effect as Flash is now you have to use both spell slots which just in that means that more spell diversity happens because avoiding damage i don't think will hold the same weight as blinking so my concept Ghost most likely will not be taken by everyone every game only people that really need/want an escape spell and you can possibly see a lot more spell diversity.

Overall, spells can be split up into two spells like items if something is too dominant just like Zhonya's Ring was. But I do agree Flash should be removed, the one thing that needs to get nerf'd from this is j4. I have suggested Flash removals in the past and everyone seemed to be against it, but recently everyone seems to want Flash removed as well- so maybe the reign of Flash will finally come to an end and Rito will de-throne the king

Guerrilla God2 votes

If Flash is balanced then why is it taken 90% of the time every game?

Because it's useful. Everyone takes health potions at the start of the game, does that make them OP?

Stacona1 votes

but people don't always take health pots, they sometimes take mana pots, flask, or wards- The thing is, why would it be bad to see more spell diversity if all it takes is splitting up Flash components into offense and defense? Technically Flash becomes stronger at the cost of both slots, but still won't see Flash in the second slot anymore since it will be more on the terms of ignite or exhaust for its initiation potential- but for the second slot you could see Quick[formally Ghost], concept Ghost, Barrier, CV, Exhaust, Heal, Teleport, etc. Maybe Clarity and Revive can see gameplay with the change. Only way to know what people do is by mass play testing [aka live servers over time], even if it is a rotation of concept Ghost, Quick, and Flash it is still better than seeing only Flash and we end up going in a step in the right direction. While keeping the playmaking of current Flash and keeping the escape of current Flash in the game.

DaCush2 votes

I don't understand how this would make more diversity with summoner spells. Everyone would still take the offensive or defensive one 99% of the time or both. This would only reduce diversity by people taking both options. The problem lies with the other summoner spells not being powerful enough. And removing flash would only make the game less exciting with less playmaking as well as making champs without an escape extremely underpowered.

Riot just needs to remove/change some of the other summoner spells to make them more viable as a second option instead of just ignite/teleport/heal/exhaust/smite. Flash is a great, exciting, and fun summoner spell to use especially when you land a clutch play with it. I don't understand why people want to balance flash with other spells saying it's "OP". It's technically not OP when everyone can use it and benefit from it the same. If only specific champs can truly benefit from it then I would understand (ie: zhonias being as powerful as a summoner spell but only giving AP thus AP champs benefit from this item A LOT and you never see an AD champ take it).

I'd suggest remaking a post on changing the other summoner spells that are never used (barrier, clairvoyance, clarity, cleanse, ghost) into spells that can contend with ignite, teleport, exhaust, heal, smite, and in rare occasions flash. I really liked your idea on the new ghost, that's a great example of a summoner spell that would actually be used and could even contend with flash on certain champs (do you want to make an immediate play with flash or do you want to set up the play by sneaking in with the new ghost). Or you can make a thread on removing the AP from Zhonias or adding AD so that it's viable for anyone :P.

Just my 2cents, hope you don't take it offensively.

Stacona1 votes

So if Flash is so powerful that splitting the power in half still makes it dominant is to remove the spell completely- every champion has an escape, no mobility does not mean no escapes-- it is OP because every one uses it, if it wasn't OP then everyone would not be using it and it would be on equal footing with the others --- i think by splitting the spell into two spells would have the Mage and Marksman use concept Ghost, and the main initiator will take concept Flash- allowing the other two on the team will use something completely different - this opens up spell diversity greatly even if it means the two main damage roles take concept Ghost every game at least only 2/5 will take it, supports can go double support spells, whoever is the initiator won't take Ghost [unless you are an Annie/Sona who don't want to sponge damage] since Ghost is about not taking damage and tanks want to take damage for the team.

I do have a post that has changes with other spells actually - this is a separate post to address Flash

I had concept Ghost be a stealth; transparent is just transparent, not a stealth- it is a visual queue that the spell was used

Hourglass should remove some AP and gain more Armor to bring it back in line with the original intent of having the item as defense and deathcap as offense


Either way, Flash should get toned down and by splitting it into two spells will help with that- if one of the halves end up being too dominant then it will get toned down, but this would also tell what players prefer Flash over more with having it as a playmaking tool or as an escape tool

DaCush1 votes

Every champion has an escape? What? Ashe, Leona, Gangplank, Kog'maw, Twisted Fate, Amumu, Annie, Brand, Cho'gath, Darius, Mundo, Fiddle, I can go on and on and on and on. The game is balanced around flash. I'm telling you right now, every single champion that doesn't have an escape will take your defensive version of flash unless they feel like they can win without it, and if they do they will take your offensive version of flash. Same goes with every other champion regardless if they have mobility or not. The decision will be made to either pick the offensive or defensive version of it and then pick a second summoner spell which most likely will be the second half of flash. I'm telling you it would diminish diversity even more in regards to all the spells that are hardly used even now as well as reduce the use of ignite, tp, exhaust, and heal.

I think you're underestimating the power of mobility in this game. It triumphs everything. Your new ghost is just a zhonias with movement which is just a better version of barrier. I don't know man, I just don't agree with changing/removing flash. Like I said, the only thing that needs to be changed in regards to summoner spells are the ones that aren't used because why take away a great mechanic of the game just because it is better than other summoner spells when everybody can use them and no champ benefits more from it than any other? That's just not a good reason.

Also, you're suggested change on zhonias still makes it primarily an ap champ item. Imo, it should either have ad and ap, should have only armor and/or mr, or should just have the utility with no stats so that both ad and ap champs can benefit the same from it.

Stacona1 votes

Slow/stun, stuns, slow speed boost passive and active, slow, stun/slow/global tp, snare, stun, stun, knockup into slow and silenced, DARIUS IS MANLY MAN HE NEED NO ESCAPES KILL OR BE KILLED!!!, slow spam, fear and silence--- Want to keep going? because only one of those champions do not have an escape which is also a tank--- You are saying you are okay with everyone taking Flash, but you are not okay with only two champions taking a defensive spell in a game? What the fk dude! You literally contradicting yourself What are you even trying to defend? You literally are just saying Flash is overpowered and needs to get nerf'd and are making claims towards that but you want Flash to stay the same- that is the biggest contradictory way of thinking

As far as any comment is concerned everyone agrees upon one thing, Flash should be removed from the game. Either people contradict themselves in wanting Flash and making claims to why it should be removed, or people directly say Flash should be removed.

DaCush1 votes

LOL! If you call those escapes you are fooling yourself. Slows? Global tp's that take 3sec to complete, a fear that makes you stop moving to cast. You are wrong bro, your upvotes and amount of replies speak for itself and your logic in your reply as "escapes" is ridiculous. Try making a thread about what you just said in that reply and see how well it is received xD.

Fluppets1 votes

I definitely love that new Ghost (slightly OP like that, but numbers can change) and id rename Quick to Quicksilver.

Riot has stated that they like flash and are fine with it's dominance; because of it's playmaking ability. I like your flash idea, but I'm concerned there's not enough playmaking possible.

How about being a flash/dash towards an enemy champion? So you can cast it at any range, but it is still offensive and it would alow for more playmaking.

Stacona1 votes

Quick Silver Sash, name already taken - plus Quick I think fits the spell better than Ghost because you move faster and ignore unit collision.

Target abilities can be cast at any range - with a lower cooldown and increased range you can make Flash plays happen more often- The other way would have it as a [adjustable] skill shot that can only be used when in vision radius of enemy champions towards enemy champions, then it would work the same as a point and click on enemy champions but slightly more freedom so Sona and Annie do not have to land in front of an enemy champion to use their ultimate initiations

Small clarification, Flash would receive a dash animation but not be a true dash so it cannot be interrupted, but the animation can help give a tell to players a quick heads-up if they can react fast enough

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