Barrier vs. Heal
Barrier and Heal are both summoner spells that fulfill the same role: damage mitigation. That's why one is always better than the other.
Riot could just scrap one of them and write the whole thing off as a bad idea, but I think there's room for some strategic diversity with these two summoner spells whatever-they-are-now-that-summoners-aren't-a-thing.
Thematically, Barrier seems like a desperate, last ditch wall of magical defense designed to save you when you're facing your imminent and grisly doom. Why don't we take that them and play around with it a bit.
**Barrier: ** Gives your champion a spell shield that can absorb multiple spells. Lasts for 1 second. Can be cast while CC'd (you'd still be CC'd, but it would deflect future spells).
The spell shield would allow some really clutch plays and have a lot of potential for damage mitigation, but the duration would be short enough that a skilled enemy might be able to bait the spell out of you and then blow you up. Strong against burst casters.
Heal is more of a magical rejuvenation that actually restores health and strength to your champ, so lets run with that.
**Heal: ** Restores 100-440 health over 3 seconds, during which time you have 25% increased movement speed.
Ever played
and ended up cackling with maniacal joy because an opponent thought they had you beat, but that last hit that should have killed you actually didn't? And neither did the next one? Or the next one? And then they're dead cause you chomped their head off?
Yeah, me too.
This, to me, is the way Heal should be. A lot of damage mitigation, but spread out over time. Strong against sustained damage, with some mobility thrown in there as bonus.
Personally, I'm tired of having barrier just be a worse version of heal (or the opposite, based on whichever spell was last buffed/nerfed), and I'd like to see a little more diversity in how the spells play. Thoughts? Ideas?
Ulti.