~~~Balancing Summoner Spells~~

DontBanMeImDrunk·12/24/2014, 11:00:13 PM·1 votes·346 views

There are a few things I think would make the game of LoL more interesting, diverse, and competitive.

Before I begin, I would like to point out that the 2 most important issues with competitive LOL are DDoSing and a lack of an east coast server.

But without further ado, summoner spells. Firstly, I like what was done with heal, because I feel it definitely added a summoner spell which worked great on ADC's, since they didnt need ignite, but definitely needed something to help them in lane. I can see why barrier was nerfed, since it didn't really offer utility, and just gave a giant boost of stats, which is rather unhealthy for the game.

However, I do think other summoner spells should be brought up to the level that heal is at (or possibly slightly lower, since heal is still very strong currently).

Clairvoyance - This spell really doesn't make any sense in taking right now, since scrying orb. If I could balance this spell, I would add to the number of wards that could be placed, as well as lowering the CD of trinkets if taken. This would be viable when playing a support who generally doesn't want to get in close range to place an exhaust on the enemy ADC (ideally). As well as offering jungle support.

Cleanse - This spell is very difficult to balance, for the same reason barrier is. However, I see 3 possible solutions. One, decrease the CD. Currently, this spell has too much competition from teleport. Since it would generally be used for split pushing and when you need to get rid of an ignite, it needs to be up more frequently.

Two, Combine with barrier to form a more powerful spell, while balancing barrier in order to only reduce damage very slightly. This seems somewhat feasible, however, i really do not think this is the right approach to take.

Option 3- give it a speed boost similar to that of heal.

Clarity - This spell needs buffs as well. It would primarily be taken on characters who do not want to get close to the enemy. Here are some possible ways to balance this spell.

  1. Give it a shiva's guard effect, similar to that of dota. Basically, make it slow around in the area of the caster, as a shockwave originating at the character who is casting it. Let it deal some small amount of damage to champions, maybe 50~ 125, and do not allow it to stack with other clarities.
  2. Let it snare a single enemy target for .25~ .5 seconds, range depending on balance.
  3. Combine with clairvoyance. (the lazy option)

Barrier- Right now, there is no reason to take barrier over heal, since heal also gives hp to another target. I think a great way to make this spell a bit more interesting, is to give it a mini surge (summoner spell) effect on the character who casts it. Say it gave bonus AD and AP (and maybe as) based on level, for the two seconds it is active. I could see myself using it on characters like Ezrael and Corki and MF over heal, but still taking heal on characters like tristana and caitlyn.

Another option would be for it to last a bit longer, by 1 second or so.

Revive - Lower the CD gradually if it is currently off CD. This way, it could not be used to back door or psuh constantly. Right now the CD is too long to be used, even on characters who could genuinely use it, like Karthus or TF or Pantheon.

Ignite - Currently, ignite is a little weak compared to other summoner spells. What i would find interesting is to have a anti healing effect of 65% decaying to 50% over the time of the buff.

Would love to hear from a red about this.

This was a message originally from the old boards. I was a bit disappointed these changes weren't made during the preseason changes, as they seem to make a lot of sense.

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