Just a Few ideas to make summoner spells more... fun

BBQnFootMa55age·10/7/2015, 4:40:47 AM·1 votes·461 views

TLDR: some ideas that will give the various summoner spells more, impacting gameplay when on cooldown ranging from speed boots to regen bonus's and more So... lets face it the diversity of summoner spells is pretty sad right now, nearly every player runs summoner 4 and either goes for summoner 12 ,summoner 7 , or {{summoner:014}} (foregoing the fact that summoner 11 is generally exclusive to junglers and supports and a few niche champs take summoner 3 and fewer still take summoner 21 ) Meanwhile spells like {{summoner:2}} summoner 13 summoner 1 see little to no use and

A few days ago me and my friend were hanging out brainstorming some fun ideas league could do to make the diversity of the game greater, this particular time we choose to talk summoner spells, and here is some of what we came up with: (Note: we were focusing on the impact or lack thereof of the spells in game and how they are essentially a one and done function till they are off cooldown so we thought of some fun new effects they could have such as passive effects with each and or if the spells themselves have interaction to each other) summoner 21 as it stands barrier is a few second nope switch for people just about to die or sponge a fat amount of damage,later game it does very little to champs with huge burst damage, crits and huge damage spells basically shred the shield like paper. So what if it gave players a passive scaling shield that functions similar to Malphite's passive, or it could give additional AR/MR based off of max health shifting it over to champions looking to tank more damage.

{{summoner:2}} as ive seen on the board countless times clairvoyance is pretty pointless, and while it sees use in a few champions kits (Xerath Ziggs Lux Ashe Caitlyn Jinx its largely seen as a troll pick spell followed by the classic "mid or feed" in pre-game chat and has a funtion that is filled by; and in most cases better, item 3342. What if Clairvoyance was given a passive function such of enemies spotted by wards are granted lingering vision of for fellow teammate similar to the iceboxed mandrake ward that appears from time to time on the pbe, putting greater emphasis on warding and making it a bit more... impacting to use.

summoner 13 now this spell is in an interesting spot as it i semi useful to champs that have huge mana costs (Sona Brand Galio ) and sees fairly active play in ARAM for players looking to go all in frequently and early. That said outside of ARAM, summoner 13 is pretty rare and its impact is fairly null and void by mana items later in the game. Since its all about the mana why not grant summoner 13 a passive effect that increases champion mana-regen by a huge amount or give it an aura effect that give all allies in close proximity bonus regen, other idea include for every ally caught in summoner 13 's field when activated its cooldown is reduced by x% per champion, making it a potentially new spell for bot lane supports like Karma Janna Annie Brand Lulu Soraka Sona Zyra looking to make their mana hungry carries like Lucian MissFortune Corki Ezreal able to stay in lane longer. (don't you hate having to back as a carry with full health because you have no mana to fire off those abilities to secure kills)

summoner 1 the partner to {{summoner:2}} for trolls looking to waste everyone's time and lp, cleanse is one of those spells that could be so much more if it wasn't underwhelming, So why not give summoner 1 a flat tenacity bonus like item 3172 item 3111 item 2138, this could allow players fighting really cc heavy teams more opportunities to get their chance to fight before being locked into a cc hell Leona ... also thought of maybe giving summoner 1 a fun cooldown mechanic that reduces its off-time by a few seconds for every hard cc ability the holder is hit by. EDIT: thought of thi while typing out this post possibly when cleanse is ready for use it could receive a spell shield like Sivir Nocturne item 3102

summoner 3 the go to spell for a lot of supports, summoner 3 is great for stopping that hyper carry who gets to greedy or securing that early kill, not much was thought of for this spell tbh, perhaps increasing its duration or potency of its effects could make for some interesting mechanics (considering it it one of the few heavy use spells that doesn't scale at any stage of the game and is essentially the same from lvl 1 to 18, also considering giving it a special interaction that decreases its cooldown by a few seconds for every slow you apply to an enemy champion (giving slow heavy kits like Trundle Talon Sejuani Nautilus Lulu Karma Ashe Nami some more interesting potent gameplay funtions)

summoner 4 Alright... so i really have 0 idea with what to do to flash, tbh its essentially a spell everyone runs safe for a few players looking to mix things up or champions who desire more stickyness over a blink escape/engage. That said in the interest of balance, since everything else it getting a passive effect or some form of new function, i felt flash could receive a fun interaction that gives players a minor speed boost for one second after use (similar to summoner 7) like i said i cant really think of anything for the spell 90% of players use.

summoner 6 a fairly straight forward spell with what is essentially a straight forward buff giving a basic passive movement speed increase of like 10-15, its nothing fancy like the others on this list but then again its also one of those spells that could get to out of hand if given to much considering its mostly used on champs that become very scary if ahead and in your face (Nasus Volibear Trundle Udyr XinZhao to name a few)

summoner 7 the standard go to spell for most adc's in the bot lane heal is there for when you get caught out of position or need that last sliver of health to avoid the killing blow, or in some cases to get that last hit on a low health opponent. there wont be many major changes here, but perhaps giving summoner 7 a passive health regen boost could be interesting, or maybe even giving it a passive where healing from outside sources (i.e. healing effects from killing jungle camps, allies, and fountain) is increased by x% ( this could allow heal heavy supports like Bard Nami Sona SorakaAlistar to better contend with the some of the currently dominant supports like Morgana Thresh Leona )

summoner 14 another one of those spells that is a hot pick for a lot of champions looking to duel against the toughest opponents or finish off those last few ticks of health, not much to change here but some fun interactions could pop up if given a function similar to Gangplank's passive or maybe applying grievous wounds every few auto attacks (since riot love things that proc in hits of 3, we'll go with that)

summoner 11 required by players who wish to jungle, summoner 11 is required to make any champion valid in the new jungle, not much really needs to change here, but some fun things could be done if smite would give a move speed bonus while in the jungle in general, allowing champions to move more freely about the map and give some of those slower low mobility champions more viability when ganking or chasing a low health player fleeing into the jungle after a bad trade.

summoner 12 slowly seeing its way into the midlane and a fairly standard pick for toplaners looking to establish map presence. summoner 12 is a popular pick and with changes on the way for it and feelings weighing both for and against the changes. short of giving a speed boost by default after use i feel that summoner 12 over all is in a good position.

So there you have it these are some of the ideas me and friend have come up with would like to see some reds opinions on these, and feedback (preferable constructive) is always appreciated.

3 Comments

Punkkee10/7/2015, 4:51:20 AM1 votes

tldr

Cowgirl Ed10/7/2015, 6:00:36 AM1 votes

just nerf tp and flash and buff cleanse cd

RyzeRework10/7/2015, 6:01:55 AM1 votes

how bout we just have a summoner spell that kills you so ur enemy doesnt get the kill Karthus