Summoner Spells Buff Suggestions

sp441·7/15/2015, 11:24:35 PM·1 votes·190 views

Greetings.

While about half of the Summoner Spells are quite viable and useable, the other half's usefulness ranges from "very situational" to "borderline useless"

Here are a few ideas that I've had to address the balance:

  • {{summoner:2}} : Reveals an area of the map for 5 seconds. Invisible champions, Stealth Wards, and traps caught inside the radius are revealed for 3 seconds. A Stealth Ward is placed at the center of the revealed area that conceals itself twice as fast.

(Logic: Clairvoyance's problem right now is that it's very specific niche not only isn't that strong, but it's also done almost as well by a Blue Trinket, making it a waste of Summoner Spell slot. By adding functionalities from the other trinkets, the spell becomes more flexible and powerful, actually worth of taking over ignite or Exhaust under certain circumstances.)

  • summoner 6: Your champion passes through any unit and moves 22% faster for 10 seconds, This speed is increased by 18% when running towards an allied turret, enemy champion, or when below 33% Life.

(Logic: Ghost's a though nut to crack, right now it's sitting on the line between viable and inviable. It's biggest issue right now is that it's just not good as Flash to escape from a deadly situation or to engage in combat, despise it's smaller cooldown. Looking at the attributes of Teleport and Flash, I suggest that by making the spell have some of the functionalities of the other two, it can become an useful in-between that gives some of the quick map defense attributes of Teleport, the clutch rapid mobility of Flash, but not outright overpowering either, it would be useful to have it if you want a little bit of both.)

  • summoner 13 Your champion recovers 50% of it's missing mana over 1.5 seconds. If he uses Energy, he'll instantly recover 25% of his total energy. Furthermore, you'll gain a 20% Cooldown Reduction for 12 Seconds. A nearby allied champion benefits from 50% of these effects.

(Logic: Clarity becomes nearly completely useless past the laning phase, as Mana starts ceasing to be a big issue. By adding a huge boost to Cooldown Reduction, it can be useful even later into the game, allowing Champions that normally have no business building CDR to still have some into their game, gated behind heavy cooldowns so that they don't just essentially have an extra Athene's that they can pull out of their butts. Also, give it a function similar to heal to justify increasing it's power like so, as well as give it a supportive function.)

  • summoner 1: Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. You'll also gain a 45% move speed boost that decays over 3 seconds.

(Logic: Though Cleanse has a very powerful effect, it suffers from the fact that you still have very little in the way of getting out of the bad situation that you catch yourself in case you actually get some heavy CC onto your person. Adding a quick move speed burst addresses that problem by actually giving you a way to get out of the bad situation, or quickly reposition yourself and turn the bad situation around. The movespeed burst is justifiably higher than in Heal because it doesn't help with the health that already got chunked.)

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