Summoner Spells [Concepts]
Remember that these are concepts, feedback and discussion is welcomed and encouraged. There will be new spells and ideas for changes of current spells, there will be introductions to passives to some spells as well. I will explain things as I go along; now without further to do, let us get started!
tl;dr : clarity rework, small barrier change/buff to place it as the superior defense spell, ignite small change/power shift/keep it for damage roles looking for more kill potential and away from supports, new spell concept torment, ghost renamed to quick, new spell concept ghost, small clairvoyance quality of life buff, small cleanse quality of life buff, and my personal feedback on revive and flash [do not worry i did not suggest any changes to Flash, i know how much you all hate it when someone talks about Flash]
Clarity: Passive: Restore 1% max Mana per second.
Active: Create a Mana barrier for 2 seconds causing all inflicted damage to deplete Mana instead of Health; afterwards the barrier shatters to replenish 40% missing Mana. 210 seconds cooldown.
So basically I feel that Clarity is useful on people that actually want the mana sustain which are usually mages [sometimes supports too] so I decided to get rid of the support aspect to Clarity and have it all selfish gains with the highest mana sustain and a defensive spell for mana users a little bit like barrier {I have a change for barrier as well to distinguish between this Clarity and Heal better}. I have been jumping between the Mana regen to be 0.75% and 1%, 0.75% max Mana per second will be the balanced number while still staying the dominant mana sustain option, 1% max Mana per second would be to get people to use Clarity and discover the spell and its strengths. 40% missing Mana means that if you are at 0% Mana you gain 40% Mana, but at 50% Mana you only get 20% Mana restored. If the Mana barrier is still active and you are out of mana then you start taking damage out of your health bar. Overall though, I am moving Clarity to be [hopefully] a strong and viable option for mid laners to take and can potentially open up more [viable] mid lane champions to get played.
Clarity [without a passive]: Create a Mana barrier for 2 seconds causing all inflicted damage to deplete Mana instead of Health; afterwards the barrier is absorbed to restore 1.5% missing Mana per second for 90 seconds. 210 seconds cooldown.
I really like the thought of the Mana barrier and a constant supply of Mana sustain rather than burst Mana. If everyone does not like spells having passives then this could be a good compromise, I do not mind the Mana barrier being similar to Barrier, I did make Barrier a stronger defensive choice below to help distinguish it as the superior defense spell compared to this Clarity and Heal. Something I do not like about Clarity now is that it feels like you have such a long wait between the cooldown coming on and off cooldowns - by granting a bunch of Mana sustain over a set duration will make the spell feel like blue buff a little bit. This should help open more Mana hungry mids to the table that need high mana sustain, and would make mid lane less reliant on blue buff to do well.
Clarity: Restore 60% Mana and reduce ability cooldowns by 80%; reduce ultimate cooldowns by 40%. 180 seconds cooldown.
This concept for Clarity is an aggressive version of Clarity to gain a large burst of Mana just like how it works now, but then greatly reduces the cooldowns of regular abilities and half as effective for ultimate abilities to pretty much use your basic spell combo to a near back-to-back and ensuring your have the mana to do so. Clarity can be useful even on non-Mana champions for the cooldown reduction burst that the spell would give. This Clarity almost feels like URF one time every 3 minutes.
Barrier: Grants 40% damage reduction while the shield is still in effect.
So I am basically stating here that Barrier will be the spell for if you want selfish super defense for a short duration [shorter if the shield breaks early]. Now the difference between Barrier and Heal has a greater differential of taking Barrier if you want to have super defense for a short time or take Heal if you want to recover health, want the utility of movement speed, and want to be able to potential save an ally with the support effect it has; while my Clarity rework will grant utility in a bunch of Mana sustain and defense with the Mana barrier. So now there are three defense summoner spells one being double defense and the other two being defense and a different kind of utility. Opening up options to take the spell that you need for that game and for your champion.
Ignite: No longer applies grievous wounds, but instead applies True Vision to the target [as well as regular vision].
BURN BABY BURN, AND WATCH IT BURN!!! In short, this change does not take away the kill potential that Ignite has, it has better kill potential for damage roles since you cannot brush kite or stealth away, plus you get to see your target burn to death so what can be better than that! This change does take away some of Ignite's power with removing the grievous wounds, but to be blunt Ignite has been pretty dominant for some time now, and this will not take away of what it already does which is death by burning. I have a new spell that will apply grievous wounds, so do not worry I am not taking away an option for grievous wounds if the select game calls for it.
Torment: Apply grievous wounds to target enemy champion for 5 seconds and slow the target for 20% that slowly increases to 80% over the duration. 210 seconds cooldown. 650 units range.
Torment is to open up another support spell option and to keep a grievous wounds summoner spell. Torment adds another spell that can be used for protection with the powerful slow it brings or kill potential with the powerful slow and grievous wounds. So this is another spell to add more options to spell choices and allow players to choose spells depending on their team and the enemy team rather than defaulting to the same spell every game [aka increase spell diversity on a game to game basis].
Quick: This is Ghost renamed to Quick, everything is exactly the same except for a name change, you will see why in a moment.
Ghost: Instantly stealth for 3.5 seconds and pass through all units and terrain (except for Azir's Emperor's Divide) while stealth. 210 seconds cooldown.
I want to see something else than Flash every game, so this is meant to be a Flash alternative ideally used for defense, but can be used offensively as well with the ability to pass through walls (terrain). I made the spell to not be able to pass through Azir's ultimate to state that his ultimate is THE ultimate terrain and nothing is suppose to go through those soldiers, they need to protect their emperor after all!
Clairvoyance: Reduce the cooldown by 10% for every enemy champion detected by Clairvoyance.
This buff basically emphasizes CV's ability as the scout spell with having Clairvoyance up more often for successfully spotting the enemy team with it, I think it is a nice reward system for the user. I do think CV is very strong right now, and this buff will be a very nice to the spell while keeping it verily balanced.
Cleanse: Remove grievous wounds and be immune to grievous wounds for 3 seconds.
To clarify, Cleanse already removes grievous wounds on LIVE, what is new is grievous wounds immunity for the next 3 seconds afterwards. Now Cleanse removes all crowd control effects [except suppression obviously] upon cast and gain 65% tenacity and grievous wounds immunity for 3 seconds after casting. Before anyone says something like 'omg Mundo Cleanse super OP' no Mundo will ever take Cleanse, besides the fact that he can take it now and it would do the same thing. I do not think this quality of life buff would do anything about Cleanse, Cleanse is entirely a situational spell, which is fine, Cleanse should be situational and not be a must pick for anyone unless you see the enemy team has a lot of CC that you would need Cleanse for that reason.
Revive and Flash: *I really wanted to do something with these spells, but unfortunately whenever I try to suggest a change to Flash people only downvote and not leave any feedback on the subject. While with Revive I cannot think of any solution to it that does not either create super dominant snowballs for the team with Revive or other ideas that would create super rubber band effects which would make games last for a very long time. To clarify I want to see less Flash, not that I have issues with Flash by itself, I only have issues with the dominance of Flash; but maybe with other options being strong/more viable will create less Flash usage. For Revive I would like it to see the light of day outside of rare games with Teleport/Revive Mundo/Karthus.
Overall though, Riot should do something about Flash to make it less attractive and see more diversity in the second spell slot; while Revive unfortunately I cannot see something happening with it that does not severely break the game.*
Let me know what you guys think of these new spells and spells changes, and have a nice day! ^.^ ~ Stacona