My SUGGESTIONS about Season 6: Summoner Spells' and Utility Mastery Tree's Balance rework.
Greetings, guys, now that this season is coming to an end a new one is about to begin, I am thinking of placing my suggestions: -Actually the game is pretty much balanced and strategically diverse now. The only aspect that I don't like is the summoner spells' balance and diversity. -I also don't really like the Utility Mastery Tree, I don't value the out-of-combat speed as much as investing 21 mastery points into. -My first suggestion is: Replace the out-of-combat MS with Summoner Spells enhancement. I don't know if anyone remembers, but back in Season 3, we had the option of enhancing our summ. spells in a pretty fancy way. What has never been tried is placing this option into the 21st Utility Mastery Point, which would enhance any summ. spell you would have picked. -Also, about the balance... please, guys, put some effort on it. It really feels like it's all about 5-6 summoner spells. In fact, all spells must be viable and create a strategic diversity. -So, my suggestions are: Clairvoyance -------> Add a 50+ 10xLVL dmg dealt to all revealed champions. Cooldown: 120, or 100 with 21 points in Utility Mastery Tree. Heal---------> Reduce the HP Healed to 50-220 to you and your ally and add a 40% mana resoration on you. With 21 Points in U.M.T, your ally also gains the mana restoration. My point here is that Heal must be a dilemma for supports to -maybe- pick instead of Exhaust/Ignite/Clairvoyance, ADC should better stick with Barrier or Cleanse. Clarity-----------> Restores 50% of your spells' Cooldowns. Cooldown: 210, or 180 with 21 Points in U.M.T. Revive (bring it back)-----------> Cooldown: 500, or 450 with UMT. Revives your Champion and grants a 50 + 15xLVL bonus Max Health for 60 seconds, which can be extended by 30 secs if you get kill/assist, for a maximum of 120 bonus secs. Exhaust-----------> Leave it as it is, but increase the duration to 3.5 secs with 21 p. in U.M.T. Smite------------> Leave as it is, or rebalance or whatever. I don't think this spell would fit in being enhanced by U.M.T. Teleport--------->Leave as it is, but reduce cast time to 3 secs and CD by 30 secs with 21 p. in U.M.T. Cleanse--------->Leave as it is, but change CC reduction into spell immunity with 21 p. in U.M.T. Ignite---------> Leave as it is, but restore the formerly existing +10 Attack Damage and Ability Power when on Cooldown, with 21 p. in U.M.T. Flash---------->Leave as it is, but reduce the CD by 30 secs with 21 p. in U.M.T. Ghost--------->Leave as it is, but increase Movement Speed bonus to 35% with 21 p. in U.M.T. Barrier-------->Leave as it is, but add a +10 (+2 per lvl) Bonus Armor and Magic Resist with 21 p. in U.M.T. Garrison--------->Bring it onto the Summoner's Rift. ALLIED TURRET: 80% Reduced Dmg Taken +50% Bonus Atk Speed for 4 secs. ENEMY TURRET: 80% Reduced dmg dealt for 4 secs. Bonus with 21 p. in U.M.T: Allied Turret also gains massive Regeneration for the duration. You could then Remove the Ohmwrecker Item from the game. Promote (Bring it back)--------> Boosts an allied Siege Minion's Health, Armor, Range, Damage and Attack Speed. Grants spell immunity too, with 21 p. in U.M.T. Then, remove the Banner of Command item, or give it some other fancy feature. Rally (Bring it back)--------> I remind you its feature :) : Summons a beacon with 200 +25xlevel Health for 15 seconds which increases allied Atk Dmg by 10-35. It could also add a 8+1xLVL bonus on Allies' Ability Power with 21 p. in U.M.T. Surge--------->Bring it back like this: Grants your champion increased Ability Power by 6+4xLVL and Atk Speed by 35% for 8 seconds. Duration increased to 12 seconds with 21 p. in U.M.T. Then reform Guinsoo's Rageblade. Grab (New)--------> Throws a hook that latches you onto the first unit hit. If the target is an enemy, stuns for 0.5 seconds and deals a 15xLVL damage. Cooldown: 210. Range: 650, or 900 with 21 p. in U.M.T.
What about it?