New Summoner Spell Ideas

Unwalked Path·10/19/2015, 10:04:36 PM·1 votes·320 views

Hey "Rito"!

Recently I've been thinking of areas of the game that don't see much "updating".

  1. Champions [X]
  2. Game modes [X]
  3. QOL buffs to UI / Maps [X]
  4. Summoner Spells [... its been...a year / years?]

It's been a while (when compared to other content) since we've seen a new summoner spell. These spells are few and far between, and beyond that only a handful of them see continued rotational success. So, below I have a few ideas that I think would be tempting Summoner spells, that would add a twist to the game. They would be high risk/reward spells because you'd lose out on some other options.

Summoner Spell: Refresh Using this spell would greatly reduce the CD on all 4 of your champions spells. I haven't thought through the math on these completely, and I don't believe that all 4 skills being reset by 100% is the answer but maybe a scaling ratio 75%/75%/75%/50% (of maximum cool down - if the remaining time is less that 75%/50%, the skill is fully reset) respectively for Q/W/E/R. Or possibly 75% for all spells.

This spell would have 180 -240 second cool down itself, or maybe more. There are already champions out there with resetting ultimate skills in certain situations, but I think that done under the right circumstances this could add a nice element to an extended team fight or skirmish. Especially for ranged or squishy classes. If they play their cards right, and can hang out in the back line long enough to wait on their coll downs, they could "refresh" and re-engage in a losing battle in hopes of turning the tide. Again, this is a big risk/reward spell because they would have to possibly sacrifice a heal or escape mechanic in hopes of being able to carry a fight via damage.

Summoner Spell: Donate Using this spell would allow the summoner to donate 50% of their current unspent gold to an ally. Again, this would be a big risk/reward spell. It allows a summoner to help out a teammate that may be behind in farm, or having a tough lane match up the ability to even the score, but it comes at the risk of their role sacrificing their ability to keep up on items in their lane match up. It would be a very tough call to make, but if done properly it could pay off.

Give me time, and maybe I'll think of some other possible ideas. I'll be curious to see the communities reaction to my ideas as well.

Thanks, Unwalked Path

2 Comments

N0rth Wind10/19/2015, 10:59:08 PM1 votes

Refresh is a good idea, however the implementation is tricky. I mean, if I were to use it, it would be because I'd need my skills/ulti twice in a short time window, if not in a row.

75% reduction on a 120 second ultimate is practically useless in a fight. You'd just use Refresh on cooldown to be able to sneak in a few more ultimates every couple of minutes.

However, 100% reduction would also be problematic. Imagine 2 Requiems in a row... it would be a disaster. A lot of ultimates would break the game if cast twice in a row: Syndra's R (sixty birrion speres), Nasus' R (kill that, lol), Nocturne's R (I shudder to think of it), Trynd's ult (lololol), Zed's ult (not oneshotting? never heard of that), Sej's/Amumu's ultimates etc etc.

90% could work better, because the long cooldowns would still have a sizeable gap between them (10+ seconds for the big ults) however things like Ezreal's ulti could be cast twice in 3 seconds.

Something else that could potentially work, would be the global reduction to a flat cooldown. Like, all basic skills go to 2 seconds cooldown (if they have more than 2 seconds currently remaining), and all ultimates go to 10 or 5. That would be a bit unfair for some skills and ultimates cause it would level the cooldown differences (2 s cd skills would get reduced to the same as 130 s cd skills).

I'm not sure if I'd like to see this in a game, because its sole purpose would be to enable you to double-ult, however it would be interesting and fun, if it didn't become too meta.