Balance Summoner Spells With Cost?
So, I noticed that, when hovering over my spells, all of the summoner spells have "No Cost". If all of them have no cost, then what is the point of those two words being there? To let new players know that they have no cost, you could put a message in the spell select screen saying that spells have zero cost.
Anyways, I thought we could do something else about that, and actually have certain summoner spells cost something. For example, you could buff
to make it non-visible to enemy champions, (unless they have sight of the object that is being used as a teleported) but make it cost 50 xp or something like that (a bit less then the average amount of xp that you would lose by not being back in lane or at team fights). Or, you could have
cost 5% or something like that of your current health.
I believe this is another way to balance the summoner spells without having to completely, straight out, break some of the other ones to bring them on-par with
. I know my ideas for
and
are very questionable (what if you are level 18 but use teleport?, etc.), but I think adding a cost to some summoner spells would help balance the pool out.