Revive now has a 60 second cooldown (rather than 9 minute), but can only be used 3 times per match.

Critkeeper··2 votes·496 views

Chances are you won't be using the current revive more than 3 times a match anyway because of the prohibitive cooldown, but atleast with this change you can get all 3 of your revives within a 5 minute window, allowing you to rebound for objectives after a close team fight against the enemy.

4 Comments

Omnipherious2 votes

It would become a more common pick on late game comps or potentially replace Heal/Barrier in certain positions. Risk of games being stalled out would go up because it would diminish the value of picking someone off or an early death at Dragon/Baron (particularly those with Teleport).

Of course, the opposite could be true as well. We might end up seeing some games ending super early particularly if one team has a Revive advantage (which was the case in many older, mid-level Dominion games before the Soul Anchor trinket).

I'd imagine that 60s would be too much of a buff. Making it the same cooldown as Exhaust/Ignite would make it a pretty attractive replacement on carries IMO. If you wanted it to be more of a strategic choice, a cooldown similar to Flash would probably be appropriate. I don't think you'd need to necessarily limit the number of uses though.

Blumpkin Nation1 votes

God no... imagine a damn Udyr or Tryn abusing this and continuing to split push.

kiloechoesp1 votes

I like this idea. However, it's only strong late game, when the respawn times are ridiculous.

So, even with this buff, it still won't be used competitively. A summoner spell needs to be useful all the time, and the 3 uses seriously limit the spell to totally situational. The thing is, you have to die. Why would you, say, take this over flash? You wouldn't.

So, to make it useful all the time you have to add a passive ability. Of course, the downside to this passive ability is that if you use the active, you lose the passive. The more you use the active, the longer the respawn times are if you die again.

3 uses left - 9 seconds off respawn 2 uses left - 6 seconds off respawn 1 use left - 3 seconds off respawn

OR

you could do the opposite, make the passive stronger as you use the active. 3 uses left - 3 seconds off respawn 2 uses left - 6 seconds off respawn 1 use left - 9 seconds off respawn 0 use left - 10 seconds off respawn

Even with this ridiculous buff, I STILL wouldn't take it over flash. So balanced.

kiloechoesp1 votes

Just a btw, if you make it lose the passive, you're basically forcing players to save it to the end, as a trump card, which isn't much different from the current revive.

if you make the passive stronger, you're enticing players to use the active. But if they use it earlier, they lose a use, which could've been used on a ridiculous respawn timer. So maybe less scarier numbers would be

2 sec 4 sec 6 sec 8 sec

either way, i prefer making the passive stronger.

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