A summoner to compete with Flash

Gene Imori·5/31/2016, 10:51:28 PM·3 votes·346 views

We all know there are some problems when it comes to summoner spell selection and Flash. Flash is the most versatile summoner available and is taken (nearly) 100% of the time. How do we provide more variety and promote evolving strategies in this area when there is no alternative to Flash? We introduce one and make the choice worthwhile.

My idea comes from the summoner Mark on Howling Abyss. What if 'Mark' was adjusted or a summoner of similar nature introduced into Summoners Rift? Obviously the cool down would need to be longer, the distance adjusted and missile speed may also need to be changed. It would not be Mark from Howling Abyss but would serve the same function, a skill-shot gap-closer as a summoner spell option.

Why would we want this? This could be useful in many situations and create many different strategies that may allow a larger champion diversity to be played. Some champions that have been pushed out by the mobility creep may have a viable way to be played, with an initiation summoner.

Wouldn't people end up just taking Flash & the New Summoner? Here lies the great problem with Flash. It is an escape, an initiation, a tool to juke and outplay (As long as it is up). When you don't have flash up and the enemy does you are at a disadvantage.

The first option to deal with this is the least favorable, you don't allow Flash and the 'Mark' summoner to be taken together. The better option is to make them two distinct summoner spells with their own clear purpose. Flash to escape, 'Mark' to initiate. This can be done in balancing of both summoner spells in a variety of ways especially if we consider adding conditions such as (Towards enemy) or (Away from enemy).

Of course Flash with still be an option to initiate, what if it was more rewarding to use as an escape though? Some ideas I've had regarding this are granting a small movement speed buff when flashing away from an enemy, or there being a brief delay/charge up animation before the actual flash occurs. The latter would actually allow for some counter play in both situations as you could attempt to stun a fleeing enemy and also have a clear indicator that they are coming towards you.

With changes to the summoner roles being clarified we might actually see a slight increase to two summoners that are always taken, instead of one. This would add new situations and variables to increase strategy in game-play. Is the idea of a Garen marking you and jumping towards you terrifying? Yes it would be! However there is still more counter play created in this than if he were to have flash. He has a better chance to initiate but no escape. You could also dodge the mark, causing it to go on cool-down without any reward. Immobile jungles may also see this as a better option than flash due to the ability to jump to champions and minion camps that are marked.

TLDR; Designate Flash as an escape tool and make it rewarding as one while still adding counterplay (Besides just flashing after them). Add a designated initiation Summoner that is rewarding and creates additional counter play.

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