Power Enchantments [Aid in dealing with Mobility Creeping and Spell Diversity]
IMPORTANT NOTICE: Power enchantments work similarly to the Trinket system, just instead of its own item slot it shares with the 6 item slots you are given, to not interfere with your build at all the Power Enchantments may be combined with Tier 2 boots so they do not use up an item slot later on. So this system is to grant the ability to still start the game and laning phase with Flash if you so choose to do so with the creativity and customization of allowing the breathing room to create options among your spells since Flash is still in the game for your 'flashy plays' that you guys love so much and 'outplay plays' but freeing up that second spell slot allows for spell diversity and bring back low popularity spells like Clairvoyance, Clarity, Revive, etc. since Flash no longer interferes for the spells; so you can use Teleport Revive mundo and karthus, clarity ignite anivia can be an option, cv and heal vayne, etc etc
New free items that can be combined with Tier 2 boots, dealing with the mobility creeping, Flash being removed as a summoner spell, and more on this concept post!
Below are Power Enchantments, different from Enchantments and completely separate, involving mainly actives to change your gameplay based on the pace of the game. Since Power Enchantments are free selling one for another will place it on a 90 seconds cooldown similar to how swapping out Trinkets work. Just like boot Enchantments you may still swap your Power Enchantment for another even after you already combined it with your Tier 2 boots. Of course an important thing to note is only one Power Enchantment at a time of course. Once you reach champion level 9 you unlock the opportunity to purchase an enhancement for your Power Enchantment; sell value is reduced like all gold purchases, swapping out for other Power Enchantments will take in both the sell value and the cost of the Power Enchantment or enhanced Power Enchantment that you are swapping into.
Flash Scroll: Recipe: Free; can be combined with any Tier 2 boots
Statistics: UNIQUE Active - Flash: Instantly teleport to the target location (300 seconds cooldown). (400 units range)
At champion level 9 you may enhance Flash Scroll for 1000g: Enhanced Flash - Range increased to 600 units and grants a spell shield for 1 second upon casting.
The Sheriff's Handcuffs: Recipe: Free; can be combined with any Tier 2 boots
Statistics: UNIQUE Passive - Chained: Basic attacks against enemy champions chain their target to the location of where the target initially took damage for 3 seconds. If a chained champion dashes, instantly teleports, or exceeds 1500 units of the chained location then Cuffed can be used. Flash does not trigger Cuffed.
UNIQUE Active - Cuffed: Pull chained targets to the chain's initial location (45 seconds cooldown).
At champion level 9 you may enhance The Sheriff's Handcuffs for 475g. Enhanced Cuffed - Cooldown is reduced by 15 seconds and cuffed targets are snared for 1.25 seconds.
Ninja Cloak: Recipe: Free; can be combined with any Tier 2 boots
Statistics: UNIQUE Active - Cloaked: Become transparent for 3 seconds granting the ability to ignore all impassable terrain, unit collision, and be immune to damage (210 seconds cooldown). Attacking, using spells, using abilities, using item actives, or dealing damage will cause you to no longer be transparent.
At champion level 9 you may enhance Ninja Cloak for 475g. Enhanced Cloaked - Transparent duration increases to 5 seconds and grants 50% Tenacity while transparent.
Iron Horse Hooves: Recipe: Free; can be combined with any Tier 2 boots
Statistics: UNIQUE Active - Stampede: Grant a large burst of movement speed that steadily decays over 3 seconds when moving towards enemy champions and become immune to displacement effects while this effect still holds (210 seconds cooldown).
Displacement effects being all knock-ups, knock-backs, and pulls.
At champion level 9 you may enhance Iron Horse Hooves for 600g. UNIQUE Passive - Tenacity: Reduce the duration of disables by 35%. UINQUE Passive: Increase summoner spell Ghost's movement speed by 50%. Enhanced Stampede - Increase Stampede's duration to 5 seconds.
AFTER NOTES:
Something I need to bring up, all these Power Enchantments are situation picks, meaning they do not make the best summoner spells / be over powering in a spell slot. Because they are very situation picks allowing you to swap between them based on where the game is at and how it is progressing instead of being locked in the spells the entire game, for example Flash may be needed for the laning phase but Cloaked may be needed while playing Ashe to help stay alive from that fed Zed jumping on you, or to escape Jarvan's Cataclysm.
Flash Scroll - So the biggest reason to moving Flash from a summoner spell to a free item that can combine with your Tier 2 boots later is solely to open up spell diversity and allow for customization for the summoner spells and allow freedom for everyone to do what they want for spells instead of being pressured to take Flash because of fear of the community bashing on you if you take something else. I do expect Flash to get the most used, but when people get used to the Power Enchantments I imagine the system will work like trinkets where everyone starts with Yellow trinket (Flash) and change it out later for the other options as the game progresses and you can see what works best for you at later portions of the game. Another piece of information is Distortion Enchantment still buffs up Flash, the tooltip would be adjusted but it would do the exact same thing.
The Sheriff's Handcuffs - This item is to help deal with the mobility creeping by punishing champion's dashes and blinks as well as if a champion travels too far too quickly. The average movement speed with Tier 2 boots is 400 units per second this means you travel on average 1200 units within 3 seconds so to travel more than 1500 units within 3 seconds means you used some kind of speed buff. This effect does work on multiple champions at one time, landing multiple basic attacks on the same unit will of course move the chained location and reset the duration. There are two ways this item can be used, either you pull an escaping champion back to try to finish them off OR use it as a self peel tool mainly if you are a ranged champion to pull a threatening champion away from you, like Riven trying to hope on your face. The low cooldown is intentional since this is to deal with mobility creeping and the low cooldown basic abilities; this effect is useless if you are a mobile champion yourself, this is intended for non-mobile champions to deal with the mobile champions.
Ninja Cloak - NOT STEALTH! Transparent will look like you are stealth, but you are always in full vision of the enemy. This item allows the use to walk through walls on a shorter cooldown than Flash, but this is to be entirely defense only for you to either get away from Jarvan's Cataclysm as a non-mobile champion or avoid an assassination attempt with the damage immunity. To avoid hourglass abuse cases, you can use hourglass for that, you cannot deal damage AT ALL while transparent if you did damage then you will no longer be transparent and be vulnerable to dying once again pre-maturely. You are still target-able and affected by spells, meaning you can still be stunned, feared, slowed, knock-up, rooted/snared, etc.
Iron Horse Hooves - This is for initiators and tanks to get in the fight and make plays. Displacement immunity is to get in the fight even against champions like Janna, very useful for junglers and tanks like Skarner who gets completely denied by the Janna meta; do not think this makes Janna useless unless all 5 champions take and use this item at the same time which this item will be taken by one time for each team most games, the champion that makes the most plays and initiates. This is the only enhancement that grants passives if you buy it, allowing not only a faster Ghost (41% movement speed, 60% with distortion enchantment and this enhancement) but giving Tenacity as well allowing any boots upgrade outside of Mercury Treads to give Tenacity (very inefficient with mercs and Iron Horse enhancement since Tenacity passives cannot stack). The main goal for this item is to create an unstoppable Stampede to trample over your foes, or at least close to unstoppable.
A lot of these effects is to help weaken and create a solution with the ever increasing mobility creeping in the game, and of course create spell diversity by removing Flash from a spell to being an in-game situation pick as a new tool known as Power Enchantments. Do remember that the items attach onto your tier 2 boots so they do not consume an item slot later on.
Enjoy the thoughts and ideas and have a nice day! ~ Stacona