What does Flash offer the game play of League of Legends?
Hi my NA account is Antinoobicide and is a level 13 smurf while my LAN account is Petros currently gold 2 while being platinum last year. I only say this to demonstrate that I have been playing this game for a long time. My main reason for this board is to open discussion regarding a game design element i find somewhat troubling in League of Legends.
Summoner spell: Flash
I don't want to start any kind of mud slinging I kinda just want an intelligent discussion regarding what I believe to be on of the most troubling summoner spells in the game. I would like to list reasons why I think Flash is detrimental to the game design and should possibly have some tweaking.
- Inconsistency: I'm not referring to the time I flashed into a wall, or rather the countless times. I am referring to the hidden power flash offers to players, It is impossible to tell when a player has flash up or not and when one person flashes out of lane with less then 100 hp I feel no greater frustration. I know that flash has a 5 minute cooldown, but this can be altered with masteries and runes also in practical terms unless you saw the flash within 2 minutes there's no guarantee that person is going to have flash.
My suggestion: Perhaps if you added some kind of timer showing the cool down of summoner spells after they've been used in the TAB menu, ideally it will only show up if you someone on the team witnessed the summoner spell being used, the same way the dragon timer only shows up if you witness its death.
- Flashsassins: I kind of have a beef with getting hit by flash tibbers followed by a warwick ultimate while warding my own jungle, Not saying its overpowered, I'm simply saying that their are a handful of champions who's kit compliments flash too well, and having a champion that requires a summoner spell to be viable needs some tweaking. Honestly how is Annie's entire kit allowed to revolve around flash stunning people, and end up being useless 90% of the rest of the time. Or why is it necessary that malphites and sonas be able to double or even triple their ult ranges with the use of flash?
My suggestion: perhaps if you gave flash a .5 second silence upon cast that people will be able to flash away themselves or react in some way rather then getting pummeled into the ground.
- Isn't fun: this is the most subjective of all my problems but flash really subtracts a lot lot more then it adds at all levels of game play. Why? It creates a game play experience where every champion is afforded a short dash, also it creates a really insidious snowballing mechanic; suppose you use flash and die, your opponent now has flash, and a kill lead, even if you trade flashes and die the opponent comes out ahead with a kill lead, either way when you die flash either puts your opponent at a slight disadvantage or an even greater disadvantage. Is flash supposed to be a snowballing mechanic?
Hypothetical: In the unlikely situation that riot removes summoner spells from league of legends, think of what that would mean, mobile champion will become more mobile since no one would have flash, global ults would mean something because not every team is spamming teleport, Assassins would become more consistent due to the lack of flashes and heals, and every champion's abilities will become more consistent because their kits aren't scaling off the magical spells of summoners, a lore element that has been removed for almost a whole season. If game designers ripped this element out I believe they would have a much easier time balancing champions since they won't have to account for summoner spells affecting their kits.
TL;DR: I think summoner spells are problematic, most problematic of them is Flash. Do you think league of legends would be better with or without summoner spells? Or do summoner spells need tweaking?
I think this is an important topic for the health of lol game play so please up vote, comment and have a nice day.