What if instead of nerfing flash...

ChaosThief··9 votes·625 views

We gave the other summoner spells constant passives?

For example:

Clarity: passively grants 10% Cooldown and 100% base mana regen.

Heal: 50% base health regen and increases healing from all sources by 10%

Barrier: Reduces incoming damage by 10%

Ignite: Increases damage dealt by 10%

Ect.

I would think this would give other options to summoner spells, as you could take something else than flash simply because the other spell provides something more useful. Thoughts?

12 Comments

Nanuk Pihoqahiak13 votes

You'd have to tone back a lot of those passives, but I've personally always liked the idea.

ChaosThief7 votes

Numbers are purely examples. Just an idea, though.

KONO RUBICK DA1 votes

yea, it's a great idea

Lord Dusteon3 votes

Passive effects on summoner spells are REALLY hard to appreciate but really powerful. For instance, that Barrier provides 10% damage reduction which is effectively 10% increased health. Now, that is extremely powerful (a full tank could get an effective 400+ health out of that, even more if hey have shields) but ENTIRELY unnoticeable. You'll notice the 400 health shield you have on a 3 minute cooldown and when you use it to survive that Karthus ult; you aren't going to notice when you survive the Karthus ult with 20 health that you had Barrier as a summoner spell. Additionally, it makes weird situations where you want or even need a summoner spell (Ignite, barrier) but don't actually want the spell, just the passive. That leads to champions that would want another spell because it fits their playstyle or helps them early (say, barrier or exhaust as a mid against an assassin) taking a different summoner spell because they need it's passive (taking Ignite, as 10% increased damage is massive and almost a permanent Vlad ult in terms of your power).

ChaosThief1 votes

That's the thing that you want to do though: Do I take a spell because it fits your style, or to help deal with the opponent? It gives a meaningful choice between summoners, instead of just flash + X every game.

Thairn1 votes

People would just run flash+One of those anyway. What they need to do is increase the range of flash and add a 1 second cast time or something.

Lord Dusteon1 votes

{quoted}

That's the thing that you want to do though: Do I take a spell because it fits your style, or to help deal with the opponent? It gives a meaningful choice between summoners, instead of just flash + X every game.

That ruins most of the point of the summoner spells though; I shouldn't be picking the spells based on what numerical passive they have is worth to my champion but on how useful the spell is for me in this situation. This doesn't add a meaningful choice as a 400 range flash gives immense playmaking that only teleport can try to rival and is thus extremely useful even if weak, it just forces me to take a different summoner in my second slot unless the numbers are broken enough to take over playmaking. Additionally, that makes a summoner spell you might want bad to take as even if it's useful (Ignite bot cuts any heals effectiveness in half and does some good damage to secure an early kill and lead) the passive of another is just plain better (so I might WANT Ignite/Exhaust to help my adc get ahead early, but I need to take Barrier since I went a tanky support).

magic pole1 votes

your summoner 13 :o hnnnnnnggg

50000000000000001 votes

This seems great. I would back the idea of adding a passive to all summoner spells, tbh.

Also, how about disabling the passive effect while it's on cooldown?

KONO RUBICK DA1 votes

well, this can be good to for decision making

Daxterr1 votes

They are nerfing flash???

ChaosThief1 votes

No, but they did say numerous times that they wanted more variety with summoner spells.

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