About Summoner Spells...
I've been spending some time thinking. Mainly about reasons to pick
over
and reasons Ghost may be better in some situations. That lead my train-of-thought on to thinking about other summoner spells and ways to make them more powerful within their niche without breaking them completely, perhaps giving them more reason to be picked as well.
So, here's what I came up with;
grants a burst of 37% extra movespeed, which over 1,5 seconds decays to a 22% MS boost. It would also either give the user slow-resistance or break out of slows like Garen's Q. Distortion would increase the numbers to about 55% Decaying burst into 35% for the rest of the duration.
I made this change to make it so that in some situations, Ghost out-classes Flash by a LOT. In River, for example, using Flash to escape won't help since Ghost will let anyone quickly catch up and and get you regardless. Using Flash to chase wont be as effective either since Ghost has that added extra powerful decaying boost. However, Flash is still a better pick for surprising people from brush or escaping/engaging over walls, since, y'know, Ghost can't do that. Near walls; Flash wins. Open areas, Ghost wins.
gives its shield as per usual, but also increases Armor and Magic Resist by about 20 for the next 5 or so seconds.
heals as per usual, but also gives 10 + (2*Caster's Level) HPper5 for the next 20 seconds.
(To clarify, that means if cast at level 1, it heals 48 HP extra over 20 seconds, while at 18, it gives 184 HP over the same duration)
These changes are meant to solidify what their niche is. Barrier gives all of its boost instantly, and is great for surviving tough situations and/or trading or initiating for a bigger fight. Heal, on the other hand, gives lots of sustain throughout the laning phase.
Gives the caster extra mana regen for a while, but if Mana keeps going the way it currently is, this spell is naturally going to become more popular. Might not even need a change. And that's why I haven't given this one any numbers. Because it's actually still pretty good, being able to sustain an entire team's mana.
doesn't need that big a buff, but letting it cleanse all debuffs and CC might make it more used.
{{summoner:2}} Clairvoyance. Oh Clairvoyance. How no one cares about you. Let's try to change that, shall we?
In a similar fashion to Smite, I thought having your trinket affect the spell might make for more use.
: Using Clairvoyance reveals the surrounding area, as per usual, but will also allow you to place your trinket wards within the revealed area. (TRINKET Wards. This means no purchased wards or sightstones, as that would be kind of OP.)
:Reveals area, Causes wards and traps to be revealed and disabled. When upgraded, stealthed Units will be revealed too.
: Reveals Champions that come within the revealed area. Lasts for 5 seconds after they leave the area or duration ends, but as with the trinket, will not reveal stealthed champions.
Visual effects to see the difference would of course be there too. SweepVoyance as an example would do that whole Radar thing and have a line circling its radius, ScryVoyance would produce sparkly effects around revealed champions as well as the typical visual effects for being revealed and WardVoyance would only show special effects if you actually see the ward being placed. (An idea in my head would be having a little blue sphere just sort of "Materializes" the ward in it's new home, fitting in with Clairvoyance's look and color. Perhaps make it red for the enemy.)
Are all fine already and need no changes.
and
are excluded for obvious reasons.
So there are my suggestions. Of course, the numbers can change in the name of balance, but I tried to make them somewhat balanced.