Rework Summoner spells: Clarity, Cleanse, Clairvoyance, Ghost & Barrier

Cherysse··6 votes·2,135 views

If you have played league for a good amount of time you now know that these summoner spells ({{summoner:2}} summoner 13 summoner 1 ) are considered TROLL spells with the exception of summoner 21 & summoner 6.

If these spells are up to be taken seriusly then there is some work to do, specially because they could be popular and positive spells. If the changes are good it could be a way to make the gameplay and LoL a more fun and diverse experience for us all.

REWORKS:

summoner 1 Cleanse: Now it cleans the user upon activation (as regular) and works as a CC shield (banshee's type) for 2.5 seconds afterwards, the shield pops when it enters in contact with a heavy cc (except suppression), while it lasts it makes you immune to slows, it will pop against other heavy CC. No longer grants tenacity, also doesn't make you immune to damage that comes from CC based abilities, only blocks the CC. I don't know if it could be a good idea to allow the player to use this on allies, so lets have it in consideration. The whole idea behind this spell is to allow a player to have an improved cleanse, this could allow a better scape or engage against heavy CC teams. Also it allows the player to clean all the CC it is suffering and to be protected against other CC ability that can come afterwards, still it doesn't remove suppression.

Also it can now be used even if you are free from CC just to activate the shield, it could prevent grabs and airborne CC, this could save you from a Yasuo ult or from a Blitzcrank grab. Still if it is used this way the shield will pop, so it will only block the CC, the user will still suffer the damage.

summoner 13 Clarity: Now only restores mana to the caster, but when used it reduces the current cooldown of all your spells by 40% (including inventory items but excluding other summoner spells). So that now this spell is meant to be used after using the whole combo, restoring mana and greatly reducing the current cooldown of your spells, so that they are available sooner. Like this if you use clarity you now must cast it after using your whole combo to get full benefits. Like this even if you use clarity you must wait on order to have your powers ready again, but of course they will be ready sooner.

PD: Now also restores % energy.

{{summoner:2}} Clairvoyance: Can now be used to reveal stealth and wards upon the center of the area revealed (a small area). It would be useful and would make this summoner spell a good option for support and ranged casters. Also it becomes an option to have an extra counter in the team against heroes that use stealth. The detection is only useful upon half of the area of the ability (the center), considering that Clairvoyance reveals a large area.

Option: return it to the s4 state, when it was able to grant sight of revealed champions for up to 5 seconds (doesn't grant stealth detection).

From Redniwedis about item 3342 : They can both fill very different roles.

Blue Trinket can be fully balanced around remote ward placement, instead of having a mini-Clairvoyance attached. Clairvoyance can stay as the global checker it is now, and Blue Trinket can take on it's upgraded role by default for more permanent vision.

They already fill different roles just based on their range, why not expand on that role difference instead of simply removing one?

summoner 6 Ghost: Makes the user hard to see **(not invisible, only transparent) **for 2 seconds, taking out the visibility of the health bar and the name for enemies and rendering it 85% transparent, the user is still visible in the minimap. If it casts an spell or uses an auto-attack it becomes fully visible again, the movement speed boost is unchanged. This could make the Ghost spell an option for junglers, they will sacrifice their capacity to use flash and instead use this ability to get closer to their targets, also it could become an option for certain assasins or champs that are in need of another ability to get closer to their enemies, considering that flash has a large cooldown and usually all the champions have flash.

summoner 21 Barrier: Lasts for 3 seconds and has a cooldown of 180 seconds instead of 2 seconds and 210 seconds cooldown. Well, I think everyone has been killed by a Teemo, a poison or an ignite just because Barrier didn't last enough time, and now it has become kinda unpopular, you can now see people using summoner 7 more than summoner 21, specially in bot and mid.

Please: if you comment talk about each summoner spell.

24 Comments

DragonShea3 votes

summoner 21 Barrier: Needs to much stronger because with summoner 7, You are recovering lost health were as with barrier you only stop X amount of damage and then the shield is lost. and you also don't get a brief speed boost.

Cherysse2 votes

summoner 21 Barrier: well, Barrier already is a good option, it protects you for 120 more damage than heal (and scales better with each level), the problem with Barrier is that it lasts only for 2 seconds. Barrier should be a good option if the enemy has ignite, but it isnt because Barrier doesn't last too much.

DragonShea1 votes

{quoted}

summoner 21 Barrier: well, Barrier already is a good option, it protects you for 120 more damage than heal (and scales better with each level), the problem with Barrier is that it lasts only for 2 seconds. Barrier should be a good option if the enemy has ignite, but it isnt because Barrier doesn't last too much.

So it would be better that Barrier shields for longer. Well if it's to waste the shield without losing too much health after, I am cool. but if it would save you and make a difference, extending it wouldn't spell you if you are dealing with burst.

Cherysse2 votes

Yes, extending the duration and reducing the cooldown will make barrier a good option again.

yogozin2 votes

Rito ples highare dis men.

Seriously, hire him. he has brilliant ideas.

Lil Lewd Witch2 votes

Cleanse isnt considered troll its just for a few champions right now, what you're talking about doing is making it Crucible, there's already an item for supports to build to do exactly what you're talking about. Summoner spells aren't suppose to be freebies, they're an added mechanic.

Cherysse1 votes

It isn't as useful as it is suposed to be, it has a large cooldown. A 2.5 second cc shield doesn't last too long but is useful to allow an engage against enemies that have just too much cc, as it shall force them to wait before using all their heavy cc. Instead cleanse will only remove CC once and only when you are affected by CC. Still I want to add that this version of cleanse doesn't make you immune to suppresion and it doesn't remove suppresions... so you still need to use Crucible and Mercury, specially because Cleanse has a large cooldown.

The change is kinda much of a need, you can see it in rankeds, it is rare even against a heavy cc team to see someone using cleanse. It is not a good option already. Lets say my change gets implemented, it could be used for a while and if it is op it shall get nerfed, if it is balanced it shall remain.

MisterHealYoGirl1 votes

Ghost seems a little lackluster, since it depends on your opponents not paying attention in order to be useful. The rest of them seem good, though.

Cherysse1 votes

Kinda, hahahaha, but summoner 6 is already a good summoner spell and it is seen regularly on the Rift. It is a good change for it. If you go into an unwarded bush and use ghost you will be practicaly invisible and free to gank an enemy (or free to flee). Also it can be used on a team fight to disappear or engage an enemy. Maybe it could be 90-95% transparent (and fade over time to visibility), or an special kind of visual to make you hard to see but yet detectable, maybe something like Predator "invisibility-camouflage" in Alien vs Predator.

MisterHealYoGirl1 votes

There's just something about DELIBERATELY reducing clarity, as a gameplay mechanic, that pushes my buttons. To each her own, though.

Cherysse1 votes

Hmm well Clarity is rarely seen on high elo, very rarely, I think that could make it an option for any player who wants to have their combo again sooner. Also it still grants the same mana to the caster, the only thing that has been changed is the AoE Effect.

MisterHealYoGirl1 votes

lol sorry I was talking about gameplay clarity, not Clarity the summoner. Basically, I was pointing out that this version of Ghost makes the game harder to play, since it makes it harder to tell what's going on.

Cherysse1 votes

Ah hahahaha, ok, well that's kinda the idea, you are difficult to see for 2 seconds, but you are still detectable.

Still the transparency will get removed if you attack or use an ability, or if you take damage.

Hupsis1 votes

summoner 1 So a black shield V2.0? No thanks. Maybe an aoe cleanse around the caster? If still too unpopular, make it give a spellshield for 1.5 sec after the cleanse for everyone that was immobilized.

summoner 13 Maybe instead of an instant cd reduction it could make your spell cooldowns go down with double speed for the next x seconds (5 seconds?).

{{summoner:2}} Making it a counter spell for stealthed champion would just mean that this becomes a neccessity against them and the stealth users could say goodbye to their stealth mechanics. I doubt this spell can ever be more powerful than other summoner spells.

summoner 6 I have an idea: ghost makes the caster 'stealthed' for up to 15 seconds. At cast the target gains 100 ghost points which are consumed as the user moves at a rate of 1 ghost point per 10 in game units. When all the ghost points have been consumed, the effect ends. Ghost points decrease at a rate of 10 points every 1.5 seconds.

So if the user stays still, they can be invisible for up to 15 seconds. If they move they will not be stealthed as long. The stealth itself would appear to enemies as vibration of air when the user moves to clearly indicate that someone is around. Staying still won't alert the enemies.

In a way it's kinda like Teemo's passive. It is different enough from ghost to actually be a totally different summoner spell tbh. Ghost name would fit a stealth based summoner spell more than a speed based one imo.

summoner 21 Lowering cd from 210 sec to 180 sec would be enough of a change to make it worth considering.

Cherysse1 votes

Well I have changed the Cleanse mechanic again, here is for you to read.

summoner 1 : Now it cleans the user upon activation (as regular) and works as a CC shield (banshee's type) for 2.5 seconds afterwards, the shield pops when it enters in contact with a heavy cc (except suppression), while it lasts it makes you immune to slows, it will pop against other heavy CC. No longer grants tenacity, also doesn't make you immune to damage that comes from CC based abilities, only blocks the CC. I don't know if it could be a good idea to allow the player to use this on allies, so lets have it in consideration. The whole idea behind this spell is to allow a player to have an improved cleanse, this could allow a better scape or engage against heavy CC teams. Also it allows the player to clean all the CC it is suffering and to be protected against other CC ability that can come afterwards, still it doesn't remove suppression.

summoner 13 : Then it would be just underpowered, maybe 40% of the current cooldown reduced. Still you have to consider it is for current cooldown, if the current cooldown is 100 seconds (-40%) it will become 60 seconds, if it is 10 seconds it will become 6 seconds. It doesn't take in math the max cooldown of an ability, so that this forces you to use it after using your combo. Like this even if your abilities have a low cooldown or the time for them to be useful again is short you still have to wait for them to be used again.

{{summoner:2}} : Stealth detection only works at the center of the ability, an small area, so if the invisible unit moves out of the area it wont be detected.

summoner 6 : it is not a bad idea.

summoner 21 : 1 second of extra duration and reduced cooldown, yes, I will change that on the thread thanks!

Hupsis1 votes

I still don't know about the clarity one. Even my own idea.

It's like a spell casters version of the old surge summoner spell which was removed. I'd prefer something that would benefit all equally regardless of their kits.

Clarvoyance is difficult. If it stays purely as a vision based summoner spell, it is very hard to convince anyone taking it over the combat summoner spells. If it was buffed to be more powerful than the others, it would be over powered and annoying to play against when picked. A serious rework would have to be made to it.

Clarity and clarvoyance have been removed in the PBE so I guess they'll be gone in the next patch. Maybe they will eventually come back in different forms.

Cherysse1 votes

Well.

Clarity is already meant to be used by spellcasters.

Clairvoyance is already a good option for range casters and anyone who wants to prevent an ambush, the buff to Clairvoyance is small because of the area.

I hope they are not removed, I like Clairvoyance a lot, I just think it needs an small buff.

FakeGravity1 votes

Clarity and clairvoyance are just awful spells they should be remove already from rift on the other hand reducing cold down on a spell is way to situational some champion would love it while others that need mana just don't want the CD also maybe skills are powerful and allow to be exactly because their colddown is very high

Cherysse1 votes

{quoted}

Clarity and clairvoyance are just awful spells they should be remove already from rift on the other hand reducing cold down on a spell is way to situational some champion would love it while others that need mana just don't want the CD also maybe skills are powerful and allow to be exactly because their colddown is very high

I don't like them removing spells. It is not good to remove spells instead of reworking them, it is like saying we are not even gonna try.

The Cooldown reduction wouldn't be that op, you are using the spell for that, to reduce the cooldown and regain mana, The effects are not visible immediatly but after a short time you are able to cast your combo again, the thing about it is that Clarity already has a high cooldown so you wouldn't be able to do this oftenly.

Clairvoyance should remain, it is still a good spell.

Gigahappytown1 votes

cleanse is fine it needs a lower cooldown

barrier is fine

ghost is fine rest are garbage.

Cherysse1 votes

I think cleanse needs a small buff.

Barrier needs a small buff to be once again an option, as heal is now overused.

Ghost is kinda fine, but needs a small buff or extra utility.

Yeah, "garbage", Clairvoyance is actually really useful, and clarity needs a buff to be an option.

HentRex1 votes

summoner 1 We both had roughly the same idea here. :) {{summoner:2}} Where trinkets sit now, this would only make it do the same as having both Red/Blue trinkets as a summoner spell. Albeit, my idea for this spell might be broken op, I feel yours would still be underpowered. summoner 6 If they are not invisible, and visible on the mini map this would not have any affect on the game.(except against people who don't pay attention, in which case you wouldn't even have needed to use ghost to gank them.) summoner 21 Would rather see this work of % max HP. The added second is nice though.

Cherysse1 votes

summoner 1 Yes hahaha, Cleanse needs an small buff.

{{summoner:2}} Yes, but it would be useful, it is about utility.

summoner 6 Only if you see the minimap a lot.

summoner 21 Would be a hell of an op spell for tanks and with item 3053 hahaha.

HentRex1 votes

Ya I was thinking it would be more of an engage spell over a defensive one. Even so it would still work for the ap mages who take it for exactly the same reason. Only difference is it would see more play, and ya I probably should change it to base HP %. That's actually how I had it in my head just didn't put it on paper.

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