Since we want to promote DIVERSITY, lets talk Summoner Spells for a sec...

NA Darklarik··1 votes·1,038 views

This has been somewhat talked about in the another thread as a side topic. id like to make a dedicated one.

Now, i like to hear ideas and all but first letme post my own, or, the reference... anywho, first ill give an explanation, my main sudjestion will be after the bigg -- line. TLDR at the end for the lazy people.

Ive been playing for a while now the game called "Smite" some might know it (and where dis is headed), some might not. Quick explanation, Smite is a MOBA like League of Legends in more ways you can imagine (it clones 60% of the stuff from it), cept its in thrid person.

Well, in Smite, summoners spells are called "Actives" and they are purchased in game, you can only purchase 2, they have dedicated slots, AND YOU CANT SELL THEM BACK. Smite has multiple Actives which are coppies of LoL summoner spells. Here are some names if you wanna scroll through the wiki http://smite.gamepedia.com/Category:Active_items

Hand of the Gods - Smite Teleport - Teleport Blink - Flash Meditation - Clarity Sprint - Ghost Purification beads - Cleanse. There are also some other spells dat doo cool effect: Aegis Amulet (zhonyas effect), Eye of Providence (Sight Stone).

So, you can purchase these actives at any point in the game, they are cheap as hell. But here is the Big kicker: THEY UPGRADE. Yep, you can dump more money onto them to give them better or unique effects, like the way our current Trinket system works.

I belive League Spells would benefit greatly from this idea

so now onto my main idea

You want Summoner's to increase diversity? Give them options to becomes better.

Lets take Ghost for instance as an example:

Ghost (Lv 1) Your Champion Moves 25% faster and passes throught Units - 220 CD.

Ghost (Lv 9) Your champion moves 30% Faster and passes through Units - 200 CD

And then, like the yellow trinket -> 1 or 2 different upgrades

Ghost (upgrade 1 - 475Gold) You champion moves 40% faster for 15 seconds and has 20% slow reduction - 160 CD

Ghost (Upgade 2 - 475 Gold) Increases your mov speed by 30% and half to all nearby allies for half the duration - 200 CD

Oh crap, all of a sudden even roamers or supports might want this spell for lategame. Want a more solo splitpushing start? Go for the first upgrade. Want more teamfight utility and initiation/disengament? Go for the second Upgrade.

BAM DIVERSITY.


In regards to flash, i belive that giving it the following effect could make it somewhat less favorable:

Flash can only be used when you are out of combat for at least 2 seconds. This right here creats a lot of room to work around flash, and making plays. Avoiding a gank with Flash is a huge thing now (Can i escape on my own? Do i burn flash right now or try and escape without burning it? because if i dont use it right of the bat, while in combat i might not be able to). All them Stingy flash users will suffer... heheeheh.

For playmakers this wouldent change much, as an initiator can still flash from outside of combat and just throw his X ability to initaite. But as for diversity, people will no longer just Instan pick flash for this change.

And as a bonus, it can be UPGRADEEDD (asuming the previous method is implemented).

Flash (lv 1) Teleports to target location, must be out of combat for 2 seconds - 300 CD

Flash (lv 9) Teleports to target location, must be out of combat for 2 seconds - 240 CD

Flash ( Upgrade 1 - 475 G) Teleports to target location - 240 CD (can be used in combat)

Flash (upgrade 2 -475 G) Teleports to target location and gives a 20% mov speed boost for 2 seconds, must be out of combat for 2 seconds - 180 CD.

This would make summoner spells more interesting, and add diversity into how they can be used around which champs, startegies, and abilities. Cool effects like being able to use Teleport to teleport to an Ally instead of just wards and minions, or being able to use Cleanse on yourself and an Ally like a heal (Cuz god knows Cleanse needs this so someone will pick it, hello supports), or having Ignite also Amplify damage or Exaust having an upgrade where it Removes AD/Att Speed for one or a different that reduces the targets total AP for the duration to be able to counteract accordingly to who is fed or not.

That would be a great point of Diversity for the game, and way to re-summoner 14 Summoner Spells on a real game changing strategic standpoint. Sorry for bad english, im high as hell right now.

Thoughts?


TLDR:

  1. Give Summoners Spells progressing effects and potential gold upgrades, like Trinkets.
  2. Make Flash have a 2 seconds out of combat rule to use, unless upgrade to be used in combat.
  3. More meanigfull effects as it upgrades that emphasise a playstyle or strategy.
  4. Sory 4 bud engrish brah, me supah high write nao.

8 Comments

3ngin33r1 votes

Make it have different effects for melee and ranged

NA Darklarik1 votes

Make it have different effects for melee and ranged

That would be weird on champs like Nid and Kayle

OyddAWqJ5r1 votes

Many spells already have level scaling actually. In fact I think all of them do in some way.

Ignite, Barrier, Smite and Heal scale with level.

The potential behind Flash scales with champion progression.

Ghost scales with base movement speed (boots and other flat ms items).

Ghost, Teleport and Flash all scale down their cd's and gain bonus effects with the Distortion Enchantment.

The damage/attack speed/movement speed being reduced by Exhaust scales with the damage/as/ms of the enemy.

And Clairvoyance and Clarity aren't actual summoner spells so they don't matter.

PsylentFox1 votes

Having it "upgrade" really doesn't make it more diverse, it just means that my Flash is better than your Flash because I just so happen to be a higher level than you. That just promotes longevity over actual gameplay. HOWEVER. If you wanted to promote diversity, I could see multiple potential what most would call "perks" that you could place once you hit level 30 to change gameplay for summoner spells. Lets take for example Flash:

summoner 4 Upon activation Flash teleports your champion to a target location within a 400 unit range. 300 Second Cooldown.

Upon reaching level 30 you can choose from a number of different perks to slightly improve Flash over the standard variant. Most of these different perks will be minor, and should be barely noticeable but these improvements come at the cost of a longer cooldown. For example:

summoner 4 with "Long Stride":* Increases teleport range to 450 over 400 units. Cooldown increased to 320 over 300 seconds.* summoner 4 with "Ranger":* Successfully teleporting over immobile terrain is easier to accomplish. Cooldown increased to 320 over 300 seconds. * summoner 4 with "Quick Step":* Upon cast gives a 10% movement speed boost for that decays over two seconds. Cooldown increased to 320 over 300 seconds.* summoner 4 **with "Guardian": ***Upon cast Flash reduces damage from all sources by 3% for five seconds. Cooldown increased to 320 seconds over 300 seconds. *

By offering something that is slightly improved, but at the cost of a higher cooldown, many players have the option to choose for themselves whether getting something slightly better will be worth the additional time spent waiting for it to come back up. The beautiful part is that I believe that a large chunk of players will decide to leave it as is to have a higher 'up' time on their summoner spells, while other players will believe that having that short movement speed boost will help speed them away from a nasty gank. Afterall not giving up a kill is much better than having to wait a little bit longer. I know for me I would take the extra cooldown if I wouldn't fail flash so often into walls. Ranger would be my go to perk for Flash.

Worgslarg1 votes

RNG on whether you could jump a wall or not is a terrible idea.

Flash is very often used to walljump, if it could fail, it just means it is terrible game design.

PsylentFox1 votes

I think you're misunderstanding, what I'm talking about is this 'perk' would make flashing over walls a little bit easier. Maybe "Increases likelyhood" was a poor choice in wording. What I'm saying is that it makes hopping over terrain more forgiveable, I would say similar to how you can place wards over walls even though the ward range is shorter than the thickness of the terrain. In essence it would make those flashes over thick terrain a little more forgiving. I will edit that.

Shockwave Zealot1 votes

The problem with the flash upgrade is it gives chammpions who already have escapes a bigger advantage in fights. Top lane Akali vs. teemo, If akali engages when teemo is under half health he has no hopes of escaping (granted he didnt with flash either but you understand the point.) Making it so that flash can not be used inside combat until atleasst level 9 is counter intuitive. This aproach to more diversity would lead to a more imbalance among the champions. I think flash should be given to all champions automatically and then allow the players to pick two summoner spells. HIgh mobility champions are already a problem and the only thing that low mobility champions can do to counteract that is to carry flash so this unintentional nerf to flash would be toxic to the experience of League.

NA Darklarik1 votes

It dosent have to be exactly what i wrote here, i still would like to see different Variations of existing summoners spells in the game, especially to enphasise a playstyle (like the Ghost example).

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