Summoner Spells and the Problem: FLASH

Weeznaz·12/31/2014, 6:38:44 AM·1 votes·609 views

Dear Ladies and Gentlemen of Summoner's Rift, I am here today in the hopes of getting the attention of Riot to fix a long standing problem with Summoner Spells. Recently, Riot has made many excellently aimed strides at increasing strategic diversity when building different types of Champions, and different champions within a similar "role". They have offered many item paths in the shop for a particular role or playstyle as well as many different options in the Masteries section, depending on your role and personal preference on how to play that role. Riot almost succeeded when they created the different Summoner Spells, however they made one spell too powerful: FLASH. The Summoner Spell FLASH is so ubiquitous and offers so much raw utility that no matter what position you are, you have to take FLASH. This one summoner spell is so popular, that it takes up one summoner spell slot of almost every person who plays this game. Summoner spell should be a reflection of how you play your role, and how your unique role's playstyle should shine. By having a summoner spell that immediately stands out above the rest, you cut our strategic summoner spell planning in half. What I propose is similar to what the game mode Dominion did with "REVIVE", we take FLASH out of the summoner spell section and turn it into a functional trinket on Summoner's Rift, and presumably all other maps. To be honest, FLASH is the only summoner spell that packs complete ubiquitous utility, all other summoner spells can have strategic merit for different roles and situational circumstances. FLASH really is the only "God Spell", if you take it out as a Summoner Spell, but keep it as a trinket we can still enjoy the utility it offers, while encouraging actual thought when it comes to choosing summoner spells. Whether you agree or disagree with me, I would love to hear your thoughts and comments.

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