a discussion about summoner spells

octon izme··1 votes·429 views

hello! i want to talk about the current summoner spells! i have ideas and arguments that i want to share, and i want to hear opinions about em. my motivation is mainly just for someone of influence to be inspired by the topic and hopefully make a proccess of inproving summoner spells.

so the problem is that there is obviously some summoner spells that are way more viable than others, and some of them are rarely used ever.

these in my oppinion are essential: summoner 11 summoner 12 summoner 4 summoner 14 summoner 3 not just because they are effective, but because they are (more and less) flexible and fun to use.

when was the last time you saw anyone use these?:summoner 1 summoner 13 summoner 21 they are usually only used in very specific situations.

so my suggestions are: not only create new ones (because variety is lacking) but fuse some of the existing ones to make the viable.

here is my suggestions:

summoner 4 make flash a mandatory 3rd summoner. it is the best summoner and is always viable. it is fun to use and suppports playmaking which is one of the things that makes league an enjoyable game in the first place.

to compensate make defensive and aggresive summoner spells. you cant have two of one kind but they should be flexible enough to be used for both purposes.

summoner 12 this one is a wierd one. it enables awsome mobility as long as there is a structure to use it on. it is somewhat mandetory on toplaners since it creates the oppertunity of global ganks. im not actually sure what could be done with this or if anything should. if anything i would suggest something in the direction of making it some gameplay to contest on the rift instead of a summoner. it is a powerfull tool in the right hands, so what if you could sabotage the enemies ability to use it? i imagine something like a small structure by the side of one of the walls, that after a cooldown would make you able to use teleport from it. the cooldown should be individual but very slow so nobody gets toxic over it, and so you have to cordinate with your team to use it for big team plays. maybe make it slower over time like the respawns? anyway an enemy should be able to beat the machine (similiar to an inhibitor) to prevent you from using it.

summoner 11 this is essential for a jungler, no smite = no abillity to contest objectives or use the jungle effectively.

i really just want to see more jungle items here, smite should be something you get to be an effective jungler and have effective use of jungle items.

summoner 21 fused with summoner 1 . (resist) shield is pointless if you cant move, cleanse is pointless if you cant survive, combine them and you have the gold standard of surviving unfortunate encounters.

summoner 13 fused with summoner 7 . (restore) heal is pretty common but clarity is not, it would create a usefull tool for duolanes if it could be used when your teammate forgot to manage their mana too.

summoner 3 fused with summoner 14 (curse)

both summoners would lose some of its indivdual effectivety by forcing players to use it for both purposes, but also add value to the spell by having both effects. (true dmg tick, grivious wounds, atk speed nerf, resistance nerf, dmg nerf and a slow) it will make it easier to make ambushes and survive them. (can be removed with resist) summoner 1

summoner 6 with an instant aoe slow on activation (might as well still be called ghost) the ability is effective for sticking on to your target and getting away from attackers.

it would no longe be be tempting to pop it to try and chase down targets that are not i you general vicinity, rewards using it in fights and dives in both positions.

tell me what you think n stuff.[slayer-pantheon-thumbs]

1 Comments

UberAffe1 votes

I like these ideas. They give a much clearer picture of why you would want to take certain summoners in different situations.

Especially the TP Idea, I would make it more like the capture points in TT though, there are 4 points. At the end of the wall between gromp and blue and the part of the red wall that is closest to river. You start off having control of the two in your jungle but you can take control of the enemies by destroying/standing in it.

Maybe even make them like safe spots for the team that holds them, give 10 resistance to allies in a range and reduce enemy resistance by 10 in that range.

More from Gameplay