I love how one slow completely and totally nullifies ghost
Can we please give this summoner spell slow resists on melees or something? It actually feels pathetic on anything not Olaf or Hecarim.
Can we please give this summoner spell slow resists on melees or something? It actually feels pathetic on anything not Olaf or Hecarim.
tbh. giving it 25% slow resist. and am fine
I do agree that its absurd for one slow to basically make it worthless.
for those saying "it lasts 10 seconds"
well by the time your not slowed. its too late to do anything with it. I mean were the ape that was running away or chasing you did just stop?
I agree that tenacity would make ghost a lot better but what if the slows only affected base movement speed? I mean counting boots but lets say ghost itself isn't affected. Would that be a solution or potentially break the spell?
: Wonder what they're talking about?
: No idea. Let's go kill stuff.
On a serious note though, these are pretty much the only 2 I run ghost on regularly, even Nasus is a maybe
Ssssssssssinged
I run it on Voli
op 10 second slows hehe
only if u r still alive after 4 sec long slow, then the other 6 sec would matter. And it's not, unless u r very tanky.
4 out of 10 seconds doesnt "completely and totally nullify" it tho lel
i dont know how to explain that u getting blown up will take less than 10 seconds...
The point of the post is that
is useless in both situations:
Barrier also gets completely and totally nullified by a damage spell then tho hehe either u get blown up even with the shield or you are too tanky to the point where it isnt needed at all
u r not wrong on that it only takes 1 click to remove a 180sec cd summoner spell. The reasoning u provided actually makes a coherent argument, n i upvote u for that one. i upvote based on how well-written something is, even if i disagree. And vice versa as well.
However, it's also possible to look at another angle and say that when not 5-man targeted by enemy team, barrier deletes a carry's damage spell once, in that case barrier actually has a noticeable effect in skirmishes; it's the difference between feeding and not feeding. If you use ghost in a skirmish, ghost is still unimpactful if slow gets applied. Of course, in a skirmish you would have a chance at survival even if u get caught by slow. But the fact remains that ghost had been practically nullified by slows rather than canceling each other out like barrier.
Who on earth has a 4 second slow.
and DOT champs with Rylai's
is 3 second if that counts
Don't forget that it also has ramp time so your not even going at max speed right away.
That's why you use it early......you use ghost before the fight even starts that way you still have like 6 seconds of the fight at max speed as opposed to using it the second you come into vision and you are like "my ramp up time caused me to not catch them".
The ramp up time means its power made its power much more conditional. The change like you said means you have to use it much earlier to take advantage of but with vision being its weakest in the early game (the most important phase in the meta) meant that it just wasn't worth it anymore. Plus if you see someone barreling down a lane all the way from their tower with ghost then that's a pretty clear sign that something is fishy and just back off until it wears off. This basically ruined it for a lot of mid laners since that was the only significant change to it. The cool down nerf was very minor to be a significant factor.
Only reason Hecarim and Olaf still can run it successfully is because as a jungler they have the time to ramp it up before appearing in enemy vison when ganking.
Mord's R with Rylais is going to slow for 10 seconds.
Honestly I love ghost but the fact that mid laners like Ori and Syndra can abuse it makes me want it completely dumpstered like it is now.
Most Syndra players still go with Ignite and most Orianna players go with Barrier, so you'd be dumpstering it for yourself.
Now they do since the nerf.
What about
cleansing slows on activation, If not that then something like
's passive.
Almost every mid laner who isn't an assassin would run it (at least most of the meta mids) because of how common slows are. Especially since many mid laners and junglers have them.
I'd argue all it needs is to have the ramp-up time removed for melee champs. All the core users are melee and the only abuse cases are champs running it paired with ![]()
It already use to be instant. And it was to strong, It was way to easy to escape ganks with it.
for MID LANE MAGES
not melee champions
You mean ranged?
Can morg take it? She's not a mid lane mage.
How about Annie or lux?
What about meta shifts?
Saying "restricted for mid lane mage only" seems weird.
what are you on about?
ghost was too strong on mid lane mages who were using it to get a free gank escape and be impossible for melees to chase or escape. even worse if it was a rylai's mage
So all ranged champions then?
no, because ADCs weren't taking it, they had heal, and they generally need to stop moving to auto-attack more than mages need to stop moving to cast spells. ranged top laners weren't taking it because they needed TP and flash is too important to give up.
mid laners are the ones who could afford to run flash+ghost and were the ones who were the most obnoxious with it.
Seems like you two are talking about different things.
Big Lincoln said that Ghost was too strong on midlane mages but Jorencice seems to be talking about which group of champions should have the ramp up (or some other restriction). Obviously that would be the entire ranged class.
Have you never seen:
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Heck, even
from time to time. I still use Ghost on Ori in certain matchup/against certain comps...
It was strong dodging crucial roots or stuns in a gank scenario. They didn't like the reactive nature of the spell, regardless of Ranged or Melee champions.
How was it strong? A movement speed three minute cooldown spell that can be negated and made useless by your own minions is too strong while the instantaneous although 5 minute cooldown flash isn't?
You know that ghost lets you move through units?
Oh right. But still doesn't answer the question. How was it strong?
it made normally immobile mids super hard to gank, when they had an on demand huge ms boost to dodge cc a/o run to safety, it also made them really good at securing kills on top of it while outpositioning (instead of the normal run in a straight line or lose space) so it was hard to punish Syndra, Viktor, etc in the mid who normally are vulnerable to ganks and allowed them to be really strong in late game fights for their positioning/kiting playstyles.
Well that's unfortunate. I was actually taking it over flash in a lot of cases because I just found the spell to be better. The ramp up time kinda made it useless on assassin and in the jungle like how I used it. :(
Ghost feels more like a spell you use when you foresee something bad happening, compared to flash being the instant reaction. This also isn't the first time a summoner spell has trouble doing its job or is ineffective due to a simple game mechanic.
They nerfed ghost because they wanted it to be more of a proactive spell than a reactive one.
The idea behind ghost is that you should use the mobiltiy to dodge stuff like slows tho?
The rest you can't avoid you´d buy tenacity for.
Hah, dodge the slow... cute

I don't even see any of those champs except Janna usually, kayle only sometimes.....because i play her myself^^
But her slow isnt all that strong either and it's a long shot from "negating" ghost, it just seems stronger because she also gives herself movespeed at the same time with her W.
Trynda, nasus and zil as well as malp are closer to the point of negating ghost though, especially nasus that even goes beyond it.
But they are played like twice or thrice in a blue moon x)
.....Actually i havent seen a kindred since like January or something.
Also most champions that would take Ghost should NEVER get into Wither range while the Ghost is active anyway or have built in ways to remove it (
) or move so fast it doesn't even matter (
).
I don't see Cleanse taken very often. Perhaps merge the two and lower the duration?
I don't see Cleanse taken very often. Perhaps merge the two and lower the duration?
cleanse is pretty niche and several mid laners may take it depending on the match-up
Cleanse also has a high skill requirement and most players (like me) are just too slow with it and will never take it.
also requires a very low ping requirement and some players (like me) combined with being too slow (like me) ends in eating all their combo before using it, so rarely worth it 
edit: words