Let's talk about Summoner Spells(Suggestion Inside!)

lostbob117··3 votes·574 views

Introduction

Okay so for a long time I've been looking at Summoner Spells and really. I'm not happy about their direction. Like I don't think they are getting much attention as they need.

First off, we look and there are really only 6 main spells used out of the 12 that exist.

The ones that are used: summoner 3 summoner 4 summoner 7 summoner 14 summoner 11 summoner 12

Okay, Ghost is used SOMETIMES. However, there is almost no real reason to take it over Flash. Today I want to talk about the problems with Summoner Spells.

Problem with Summoner Spells

So the problem is.. There are spells that do more than 1 thing. Like Heal gives HP and a MS boost, Exhaust lowers the Armor/MR and slows the atk spd, atk damage, and MS. Ignite reduces healing and damages. Then there are teleport, smite, and flash which don't do 1 thing, but are super strong as a stand alone.

So what do we do to fix the other spells? Add a second part to them.

Suggestion

summoner 21 - Now gives a sheild and 10% or so damage reduction (Context: I think Barrier is more of a dueling ability. So while in a fight you use it and get a shield as about anyone, giving it Damage reduction makes it better than heal in what it's meant to do.)

{{summoner:2}} - Now reveals the Area on the map and shows and hidden wards or stealthed units for 8seconds if the field hits them. Also, this could use a shorter CD. (Context: We need more things to counter stealth, I think this is good spot to put it at.)

summoner 13 - Now gives mana and lowers all your CDs by 3 or 4 seconds. (Context: I feel like Mages or Casters should feel they can take this. So giving it a CD reducer, it would become very useful to them in situations.)

summoner 1 - Reworked to give a Spell Shield for 2seconds and the spell that procs this gives the user a shield of the damage that the spell dealt for 1.5 seconds. So if a Veigar ults for 1000 and cleanse blocks it, the user gets a 1000hp shield for 1.5seconds. (Context: This could probably be tuned down, but I wanted something that counter the burst of a mage or show in a summoner spell, while barrier can work for this I think something more spell related should come about.)

summoner 6 - Gives everything it did and now slows effectiveness on a Ghosted Unit are now reduced by 50%. (Context: Being slowed while trying to go fast is annoying)

{{summoner:10}} - Now reduces the CD everytime you get a kill or assist. Assist are 50% effective as getting a kill. (Context: This rewards the user getting kills.)


Thoughts?

5 Comments

buster kiton3 votes

summoner 21 The idea of the spell would remain, but I think assassins would need some love if this was to be a thing on ad's. It's already strong vs burst, now it also makes you semi tanky while it's active.

{{summoner:2}} I think we have enough free vision already as it is. I think they should just remove the spell, blue trinket's pretty much the same thing anyway.

summoner 13 Straight out broken. Just imagine a Fizz with this spell. Or any other ap caster for that fact. Quadra bomb Zilean? Check.

summoner 1 It's meant against cc, not burst. If you want to survive burst you pick barrier. It still gets picked, it's not a bad spell. It just requires fast reflexes (and good latency).

summoner 6 I think you meant ghost, not Garrison. I don't think giving that big slow reduction is a good idea though, I'd rather it to remove slows when it's cast. (maybe making you immune the slows from the same source to avoid permaslows).

{{summoner:10}} This spell has always been stupid in my opinion. I'm not the right man to judge this spell.

Champion Skin1 votes

{{summoner:2}} Clairvoyance would still probably never be picked or very rarely because even with that buff you are reducing your ability to fight in lane with only one combat summoner

summoner 13 Clarity, you could possibly reducing the current cooldown of your spells with something like 30-75% what would be good I am not quite sure... the problem with it then is that it would probably only be used long cooldown abilities with a huge impact like Amumu ult or Karthus ult But then again having lower cooldown on it their ult once every 3 min wouldn't be that broken and not to mention that they wouldn't have a second summoner spell so you could just use your Exhaust/barrier/heal/ignite to win a fight with them

30562438_DEL1 votes

summoner 21 love the idea. probably only a 5% reduction though. there is another option ... but combining summoner 21 and summoner 1 is probably very dangerous, in that it could make channeled abilities un-inturruptable. Interesting, but not viable.

{{summoner:2}} I actually use this spell, as is. It's very much in line with the vision-vs-stats trade off with wards, etc. The cooldown is already extremely low. Revealing enemy wards with this could be ridiculously OP. maybe worth testing on PBE, but i don't ever see it becoming viable in normal or ranked. revealing stealthed champions? - maybe. that would definitely provide an incentive to niche pick the spell in draft games, and I don't know how much Riot has tested this option.

{{summoner:10}} Reducing CD upon kill and assist seems like a good idea at face value. Trading summoner 14 for the ability to be alive, at 100%, and participate in Every teamfight might be tempting. Still, I worry that this might make snowball champions more of a problem. I love the idea of Revive becoming viable, but it also has a potential that is really very frightening.

summoner 13 my feelings on this one are mixed. One of the purposes of this spell is use by players who are new to the game, and are not yet good at resource management. Given this purpose--a 'crutch' for new players--it makes sense that the spell is used less commonly in ranked play. Also, some champions become excessively powerful if they can ever gain "infinite mana" or "100%CDR", and riot needs to be wary of this (they have done a very good job of this actually.) these together, make a case for leaving the spell alone. At the same time, having a spell that is specifically NOT meant for competitive use may also be unhealthy. giving an instant bump to cooldowns might be dangerous, but... What about making it a Channeled power? With a shorter cooldown: "Channel for up to 5 seconds, restoring nearby allied champions of 4% of their maximum mana for every 0.5 seconds channeled. if channeled for full duration, each allied champion in range also has each of their cooldowns reduced by 2 seconds." Cooldown: 120 seconds.

Volt Cruelerz1 votes

Barrier: Right now, my problem with Barrier is that it just tries to compete with Ignite in the sense of kill or be killed. What if Barrier also placed a shield around all allied units nearby with other champions getting 40% effect and minions getting 60% effect. That might make for some siege possibilities.

Clairvoyance: personally, I think the cooldown needs to be far shorter, or maybe what it could do would be reveal all enemy champions for 8 seconds, similar to TF's ult? Or what if it gave 5 second of global ward awareness?

Clarity: No. Maybe make it so that after using you get +30% CDR or some such for 5-7 seconds, but not flat reduction. Imagine the Karthus/Eve Q's.

Cleanse: No. Cleanse is situational, but fine.

Ghost: I'd be fine with removing all current slows and reducing incoming slows from the same sources.

Revive: Interesting idea... would be fantastic for suicide Karthus.

Kamai1 votes

summoner 21 As a wild thought, how about having Barrier act as a spell shield, blocking 50% damage from the first thing that hits it. While Heal gives mobility and more consistent damage mitigation, Barrier becomes the defensive tool against a burst combo. With a very short duration (1 second at the most), an assassin can force perfect timing, and most assassins have damage, but not the bulk of their damage on their gap closer. I just worry that 10% damage reduction is just going to help bruisers more than classes that want barrier.

{{summoner:2}} I want to see this spell work. I don't want every bot lane to start with a sweeper. The bushes are what give bot lanes openings (or a lot of force to zone), and this just too many funny things to it.

summoner 13 Either broken or useless. While not as crazy at it would seem on Ryze/Karthus, I'd worry about people who have CCs in the 8-15 second cd range. Double stun can be as good as stun + exhaust, and I'd really hate to see something like this be the reason Support Annie comes back with a vengeance. Burst cooldown reduction in general could threaten another burst combo from a mage.

summoner 1 Cleanse is rarely picked because Heal is strong. It's not because Cleanse is weak.

summoner 6 This is just a spitball, but what if it also removed the soft movement speed cap while it's in effect?

{{summoner:10}} Unless the cd on Revive was broken, it's still going to be better to have the Summoner spell that stops the death than the second life. What I think would really help this on Summoner's Rift (do not apply it to the Crystal Scar Revive Trinket) is if used within 5 seconds of dying, it brought you back to where you died like a Guardian Angel. At least, then, you have some hope of turning the fight in return for the massive cooldown. I'd also like it if it's cooldown was some multiple of the death timer rather than a set cd.

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