More viable summoner spells?
So, there's been some recent changes to a couple of summoner spells to try and open the playing field for more summoners to be used, but in effect, you can only have one summoner unless you're playing Shaco. Not having flash will more often than not cause your team to rage at you, and you to be at a large disadvantage since it's such a powerful summoner spell. I'm not recommending other summoners really contend with flash as it's hard to match that level of utility, but do some of the summoners have to seem so incredibly weak in comparison?
With the new season coming soon, maybe some summoner spell overhauls can be done? I've come up with a couple ideas that may make other summoners more appealing, and viable to take in certain circumstances.
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|Clarity:|
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|(old)| restores 40% of your, and nearby friendly champion's mana. (180 sec cooldown, 600 unit AOE)|
|(rant)|This change would allow the spell to help out more as a sustain summoner, to try and stay in lane longer and perhaps outfarm someone with say ignite, who's trying to get in and kill.|
|(new)| Restores 30% of your, and one nearby friendly champion's mana. While on cooldown passively provides 3 + (0.7*champion level) mana per 5. (210 second cooldown, 800 unit AOE)|
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| Ghost:|
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|(old) |ignore unit collision, 27% movement speed for 10 seconds. (210 second cooldown)|
| (new)| ignore unit collision, 23% movement speed for 10 seconds. Upon activation will remove one snare or slowing effect. If a snare or slowing effect is successfully removed, cooldown is lowered to 180 seconds (or by 15%).|
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|Cleanse:|
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| (old)| Removes all disables and summoner spell debuffs effecting your champion, and lowers the duration of incoming disables by 65% for 3 seconds. (210 second cooldown)|
|(rant)| This is the main summoner spell that triggered this idea. Unless you have godlike reflexes, this summoner spell just can't work for 99% of the player base. Even if you do remove a stun, this kind of summoner is really geared towards squishy targets; and usually, by the time the CC lands, it's already too late, removing it after the fact will rarely change the outcome of the engage/skirmish.|
| (new) |Absorbs the next disable or summoner spell debuff received within the next 2 seconds. If a disable is successfully absorbed, all further disables have their duration reduced by 70% for 2 seconds.|
|{{summoner:2}} |Clairvoyance: | |- | (old)| Reveals an area of the map for 5 seconds. (60 second cooldown, 600 unit AOE)| | (rant) |With the introduction of the blue trinket, if this summoner spell wasn't viable before, it surely isn't now. But, let's say you want to go all out vision war. How can we help that?| | (new) |Reveals an area of the map for 4 seconds, also revealing sight wards (does not reveal stealthed champions). Passively increases ward cast range by 200 units. (110 second cooldown, 600 unit AOE)|
| {{summoner:10}} | Revive: | |- | (old) | Instantly revives your champion at your team's fountain, and grants 125% movement speed decaying over 12 seconds (540 second cooldown).| | (rant) | Personally, I hate this summoner spell in its current form. Nothing worse than going into a game saying "yup. I'm going to die. A lot. Enough to make THIS spell viable. Why not allow this spell to pop a surprise, or be used aggressively.| | (new) | If cast within first 6 seconds of death, instantly revives your champion at its current location with 25% hp. If cast after first 6 seconds of death, instantly revives your champion at your fountain. While not on cooldown, passively reduces death timer by 5 + (Lvl*1) seconds. Does not stack with Guardian Angel's "unique" revive passive (540 second cooldown) |
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| Guardian Angel|
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|(new)| Passive - reduces cooldown of Summoner Revive to 300 seconds |