A possible update for summoner spell ?

Andrysek57·1/28/2016, 12:13:48 AM·1 votes·4,002 views

http://pm1.narvii.com/5792/6c712e17e186ab9903a6281f352ca3a6cb23619f_hq.jpg

Hello, I wanted to know why there is so little diversity regarding the choice of summoner spells ?

The most used is flash summoner 4 (98% of cases) because it has no real competitor.

The Ghost summoner 6 is clearly below but I think it is precisely for that players do not take both those who give them too much to escape so why not make out we can not take two in the giving an additional boost to Ghost ?

My personal suggestion would be this:

  1. The summoner spells limited to 1 copy (Spells based on escape)

summoner 4 Unchanged summoner 6 Increased movement speed to 40% for 6 seconds summoner 1 In addition to the current effects that gives it increases movement speed by 20% for 3 seconds

  1. The rest of summoner spells

summoner 12 Unchanged summoner 11 Unchanged summoner 14 Unchanged summoner 3 Unchanged summoner 7 30% bonus movement Speed for 1 second is removed summoner 21 The duration of the shield increases of 2 to 4 seconds

11 Comments

Cindikle1/28/2016, 12:36:47 AM2 votes

Summoner discussions make me miss Dawngate.

Lephogam1/28/2016, 12:19:08 AM1 votes

Flash is always a must-pick spell. This is why there is less diversity in picking summoner spells. I would recommend toning down flash, but it would never happen considering how much influence flash has in every single match.

EX Machina1/28/2016, 12:30:08 AM1 votes

what would happen to League if Flash was gone? Like how would competitive be? Oh game mode idea, no summoner spells game mode, let's see how this would go. [zombie-brand-mindblown]

Tohob1/28/2016, 12:42:19 AM1 votes

didn't summoner 4 used to have a 0.5 second casting time once? let's bring that back. even a 0.25 second one.

also i had a thought. what if, instead of changing the spells, they were modified based on what spell was in your other slot, creating combo spells? for example:

summoner 14 + summoner 7 : summoner 14 becomes a draining spell that heals you equal to the damage inflicted, and summoner 7 becomes a heal-over-time (rapid, over something like 1-2 seconds) that heals for more.

summoner 6 + summoner 21 : summoner 6 is changed so that rather than moving through units, your champion will push units aside, and summoner 21 also grants a movement speed buff.

summoner 11 + summoner 3 : summoner 3 causes a percent of the damage the target takes to be dealt in true damage during the effect, and summoner 11 applies a debuff to armor/mr

summoner 13 + summoner 21 : while summoner 21 is active all spells cost 0, and summoner 13 grants a boost to armor and MR for a short duration.

that way you can affect how each summoner spell behaves based on what the other summoner spell is, so the overly powerful ones like summoner 4 will come with pitiful affects compared to the huge buffs that the weaker spells would give to each other. or maybe not all spell combos would have effects? it seems like combining summoner 4 with anything else would be difficult in the first place, so maybe it just won't have any combos.

Brimaz The King1/28/2016, 1:19:18 AM1 votes

Flash is suppose to be like a DBZ Instant Transmission any cast time wouldn't feel right. I agree with andrysek57 with what he wrote other than Barrier I would say 2.5 seconds 3 tops.