Gameplay update for Summoner Spells

Hawnda·10/10/2015, 12:04:00 PM·2 votes·526 views

Is this being worked on at all? I think a major revamp for summoner spells is extremely necessary. A few of the summoner spells go completely unused while some spells see play in every game. That, and that summoner spells are very unclear. Even now I get confused on when certain summoner spells can be casted. If they are the Summoner spells, shouldn't they be castable whenever? Shouldn't you be able to Flash even under CC? It wouldn't be too difficult too to make some of the unused spells viable. The most used spells tend to have secondary effects. Let's take a look at Heal summoner 7, this spell heals the user and target ally and secondarily provides a short speed boost. Similarly, to make Ghost summoner 6 viable, they could tack on a secondary effect. For example, making slows have no effect during its duration, similar to Master Yi.

What are your thoughts on Summoner Spells? Do they need a revamp?

1 Comments

Teridax6810/10/2015, 12:58:29 PM2 votes

Summoners don't exist anymore, though. :P

Beyond that, though, I agree that there needs to be more consistency for summoner spells, though it should be the other way round: currently, every summoner spell, bar summoner 4 and summoner 12, can be used while silenced or stunned, and I think it would be more intuitive for everyone if their usage was like that for standard abilities and would be blocked by any spell-stopping CC (with Flash and Teleport also counting as gapclosers and therefore also being disabled by roots).

As for revamping summoner spells, I agree that the less viable ones are usually less impactful than the more popular options, though I don't think they specifically need to do more stuff (Flash is dirt simple but incredibly versatile and powerful on its own, for example, as is Teleport). In the case of summoner 6, for example, I think the spell would become a lot more popular on kiteable champions (or champions who want to kite others) if it were concentrated a lot more, i.e. if it had its strength boosted and its duration lowered drastically. summoner 21 overlaps so heavily with summoner 7 that it probably needs to change completely, and I think one possibility would be to combine it with summoner 1 and have the resulting spell prevent all damage and CC for a very short duration (though it should probably not cleanse CC on activation either). {{summoner:2}} also likely needs to change completely, as it's currently way outclassed by item 3342, and summoner 13 just needs to go, imo, as it's a terribly designed spell that shouldn't exist in a game where mana is properly gated.