Summoner Spells [Concepts]

Stacona··3 votes·1,063 views

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

24 Comments

JedenVojak2 votes

It looks good to me, except for clarity. Clarity should not give you a shield - that's barriers job. Nor should any summoners have a passive effect. I think the better clarity buff would be to have it give you 20% cooldown reduction for 5 seconds after cast - this would let you come back swinging from no mana.

I do agree that flash is op and needs a nerf. I think, a .5 second channel time and you grant vision for 2 seconds would be good.

Stacona1 votes

It is not actually a shield - it is taking damage through your mana bar instead of your health bar, unless you go OOM, for a short duration Clarity would be defense and mana utility - heal will be health defense with a support effect and movement speed utility - and barrier will be a shield and damage reduction for double defense -- i like the thought of having three spells do something similar to each other but each one has something different attached to it whether it be an utlity effect or extra defense

Nothing is in the rules about spells not having passives, just no summoner spell currently has a passive, this does not mean a spell can never have a passive to it

my idea for a Flash 'nerf' would be make it a Dash instead of a Blink, this allow the opponent to properly react to the Flash usage as well as Flash being a Dash means that Flash can be interrupted mid dash just like other dashes -- of course going from a blink to dash means Flash gets a range buff but it will no longer be able to blink over thick walls since dashes have to fully go through the wall to pass through terrain

Desmond Law1 votes

I saw an idea where clarity allowed you to cast spells for no cost for 5 seconds.

Stacona1 votes

I wouldn't like that- I think Clarity should still hold mana sustain - in this rework case scenario I made it as a Mana Spell and not just mana sustain so it has a mix of barrier and blue buff regen- just no CDR obviously - so mana hungry champions like Anivia can use Clarity and Grail and rely a lot less on blue buff - this will help mana hungry champions in other maps as well where blue buff does not exist

JedenVojak1 votes

I'm not saying clarity shouldn't have mana sustain; I'm saying, clarity should do what it does now + cooldown redux.

I don't like the idea of a summoners spell having a passive - that defeats the whole point which is that a summoners is a extra cherry on top, not something that gives you a permenant benefit. If you want mana sustain over time, you have runes and masteries for that. No summoners should have a passive, since no summoners have passives.

You give flash a channel and vision, BAM, it becomes counterable just like that, instead of an uncounterable instant displacement that has no lead in or indication as to where it's going or has gone. They could probably even lower the cooldown so you could use it more often, since it has weaknesses in it.

Stacona1 votes

adding stats like cooldown reduction would make it weird - remember Surge? the spell that gave stats galor, it was just a weird spell which left in the same season it was introduced-- others became item actives

channels and vision would compromise Flash's identity, also doesnt make sense for a short range blink- turning it into a dash would keep flash feel the same, but have real counter play and proper reactive play, even with a range buff it would lead still be a Flash nerf- but make the spell slightly healthier to the game and possibly less dominant because of the counter play in the dash instead of a blink


I do not see why adding a passive to clarity would be a bad thing - you only get it for having the spell which is the cherry on top - having a bunch of mana sustain and taking damage through mana instead of health would keep its current identity while having it as a strong option for mages, barrier in place to grant super defense and save you from high threat champion, and heal for the supportive aspect and some mobility- but still, i cannot see why you would be against a passive being attached to a summoner spell- you could think of spells just like abilities that everyone has access to [which is exactly what summoner spells are suppose to be] but you are only allowed two of them- and there are A LOT of abilities with both passives and actives

CoolKnightST1 votes

Flash nerf is easy: Increase the cooldown to 420 seconds (from 300 seconds). The cooldown from flash has been reduced a fell times now. I think hitting it again might bring ghost in a better spot. Flash will still be in a good spot but the Distortion boots will be a lot more attractive.

Stacona1 votes

Increasing the cooldown would most likely make Revive more attractive than Flash- which I have nothing against that --- the thing is there is the initiation potential which a lot of people like about Flash - so here is a rework idea for Flash Flash will be a targeted dash, no longer a blink or free cast

Flash: Quickly dash to target enemy. 240 seconds cooldown. 700 units range.

This will allow Flash to be an offensive initiation spell and having Quick [formally Ghost] to be a hybrid of offense and defense. While my concept Ghost will be taken for primarily defensive escape purposes.

What you think of this?

DarthSpectrum1 votes

The changes would mostly make the game better, but:

Clarity should not give a shield nor passive mana regen. Giving this spell 2 functions will unnecessarily complicate things when it is cast. It should just flat our restore mana, and maybe provide a quick CDR buff while it is up.

Cleanse should gain immunity to ALL debuffs for 3 seconds.

Although I have no quarrels with transferring Grievous wounds from ignite, I don't believe it should be put on Torment. Torment in itself is too similar to exhaustl additionally, the amount of sustain items + abilities in this game far out weights those that CAN apply GI. If you remove GI from ignite, you are indirectly buffing champions with GI built into their kit because the items with this debuff aren't viable late game. Perhaps when there are better items, then this change can proceed.

Otherwise, nice work.

Stacona1 votes

Morellos actually scales really well, only executioners needs another tier to upgrade into- Torment i wanted to add another CC spell other than Exhaust, so now Exhaust will have the offense and defense but it will be more the defense side of things and Torment will be the offense side of things while still offer defense with a powerful long duration slow, but offensively it has grievous wounds and a powerful slow - while exhaust is better defensively because it destroys everything offensive on its target--- most importantly i wanted to tone down Ignite and move it away from supports picking this spell up and supports can use Torment instead [or Exhaust, Heal, CV]

The only debuff is grievous wounds - cc immunity is too much; 65% tenacity is fine with grievous wounds immunity- as i said, Cleanse is should be and suppose to be a situational spell - if you make it too strong everyone will take it every game and RIP CC champions- i think cleanse is pretty balanced now, GW immunity for the 3 seconds you gain 65% tenacity is a nice QoL buff to a verily balanced spell

I do not see how Clarity is complex if it uses mana instead of health for taking damage for 2 seconds and then restores mana- all it takes is reading a tooltip- complexity for new players is TF and noct ults, because when i played those champs back in season 1 leveling to 30 i could not figure out how to transport myself , ithought it was you use the ultimate and then just click on a location/target --- anyways, what you think about this?

Clarity: Restore 60% Mana and refresh all abilities' cooldowns; reduce ultimate ability's cooldown by 50%. 150 seconds cooldown.

I personally like the Mana barrier idea the best while still granting Mana restore capabilities having Clarity as the Mana spell. This would the only way Clarity can give something CDR related because there is no way a spell can actually give cooldown reduction, there has been a stat giving spell called Surge and that did not work out so well [I still think the banner/flag thing can make a comeback as a ward that grants an aura around the vision radius]

Torment: Apply grievous wounds for 5 seconds to target enemy champion and Fear for 1 second into an 80% slow that decays over the remaining duration. 210 seconds cooldown. 650 units range.

Torment is for an offensive crowd control spell and the new grievous wounds spell in town. This is meant to be the supportive kill potential spell, and Exhaust for the defensive end of the spectrum.

DarthSpectrum1 votes

For the mana barrier idea, I meant that one might activate for the purpose of restoring mana, but end up with less mana than he or she started with due to damage.

Also, for the new Clarity concept, I like it. Except that it would be more OP than flash. Imagine it on a Katarina, Zed or Fizz. They would absolutely wreck anyone who comes near.

Stacona1 votes

If you want to use it for the mana restore then do not use it around the enemy - granted why would you use a spell that gives 60% mana if you are already above 60% mana- Fizz wouldnt be so much a troll, but clarity on kat and zed yo Mana Barrier happens first, then you restore Mana after the duration is finished

the passive version is to give mana back if you went oom because of the mana barrier

i like the barrier feeling Clarity concept the most because it just makes the most sense for immobile ranged mana mages- i like the thoughts of granting a bunch of mana regen passively, but since people really are against passives on spells for some reason [do not know why]

Here is another idea:

Clarity: Create a Mana barrier that causes damage inflicted to deplete Mana instead of Health for the next 2 seconds. Then for the next 60 seconds restore 2.5% missing Mana per second. 180 seconds cooldown.

JedenVojak1 votes

Sorry, but I still don't like your Clarity. It should not give you mana sustain for the next 60 seconds, and it should not give you an HP->MP shield, that's just not what the spell is for.

I really think you're missing the point of Clarity all together. Clarity is not a mana sustain spell - it is a "holy crap, I need mana right now or I'm going to die" or "I just need mana for 1 more spell to kill that guy" spell. The reason it's not in a good spot right now is because there are enough items in the game to mitigate your mana issues that it's not useful past the early laning phase, and other summoners spells simply offer more utility over the course of the game.

For Clarity to be worth taking it needs to offer utility that makes sense within the context of taking the spell. An HP to MP shield is bad because it means your opponent, while not killing you, can run you oom, then kill you, which makes the spell more of a liability than a help.

I think if Clarity gave you some bonus cooldown reduction, or if we really want to be crasy, reduced all of your current cooldown timers by say... 3 seconds... that would make it useful enough to be worth taking for the people who would need it, and would even bring it into some use for manaless champs who just need those instant cooldown resets.

And the reason why people don't like passives on summoners is because summoners should provide INSTANT IMPACT, not small permanent bonuses. We have runes and masteries for that.

Stacona1 votes

Or you can think of Clarity as 'holy sht i am about to die, screw trying to counter attack, sacrifice my mana to live' and then you quickly recover mana to attack back- defensive spells are reactive, offensive spells are proactive--- i guess we could decide if clarity fits a better role between being reactive defensive or proactive offensive-- which refreshing your cooldowns and grant burst mana would be proactive offensive; mana barrier is of course defensive reactive

i always thought of Clarity as this Mana spell for passive play - but i guess it can be reworked to be an aggressive spell affecting abilities and give you the mana to make plays

expand on the aggressive Clarity some more since you pointed out some abuse cases:

Clarity: Restore 60% Mana and reduce ability cooldowns by 80%; reduce ultimate cooldowns by 40%. 180 seconds cooldown.

Stacona1 votes

bump

Stacona1 votes

bump

killd0zer1 votes

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.

That's the single most overpowered thing I've ever seen in my life

Stacona1 votes

And yet Flash has done this and initiations for every season since beta- this is a defensive spell and Flash can be reworked into a spell that is forced to only be able to help initiations

i.e. :

Flash: Quickly dash to target enemy. 240 seconds cooldown. 700 units range.

and concept Ghost will be for escapes separating the two spells, similar to Zhonya's Ring turning into defense [hourglass] and offense [death cap]

killd0zer1 votes

No that's probably more broken then flash.

It's a better initiation spell It's a better escape spell It's cooldown is the same as ignite.

Think of it this way: who has a more gimped kit? A champion with a dash or a champion with stealth?

Stacona1 votes

Than*

Also, you aren't travelling more distance than Flash now- plus the duration is short enough to be in vision of the champion when they stealth so you can easily just walk the opposite direction, it doesnt give movement speed you run just as fast

killd0zer1 votes

Also, you aren't travelling more distance than Flash now

Yes you are. Most champions have around 330 base movement speed. That means in 1 second they travel 330 units. Flash has a range of 400 units. If you walked in a straight line with this effect you travel 1155 units WITHOUT boots.

plus the duration is short enough to be in vision of the champion when they stealth

This is just absoloutly false. Wukong's stealth is 1.5 seconds and that's long enough to make some surprise ganks. This is 2 seconds longer.

So no, the range isn't short enough, the cooldown is hilariously low, and the effect is more broken then Flash is.

Again I'll say it: Champions with stealth in their kit pay for it strongly in other areas.

Imagine Alistar with stealth. Any assassin just walks straight behind you and instantly destroys your ADC. Renger with TWO stealth abilities.

Stacona1 votes

You do know that if you see them stealth from this Ghost you can also just walk in the opposite direction and they wont catch you - being invisible does not make you faster unless the stealth grants movement speed as well

also what is the difference between flashing out and stealthing out? i preferably want to move flash into a forced initiation spell so it cannot be used defensively and this Ghost would be the defensive spell

wukong can be a trickster with his clone so no one knows whether he is actually stealth or not- wukong is ALWAYS in vision range when he stealths - the thing that gets people thrown off is because they do not know if he is actually stealth or not because of the clone- if you see an Ashe suddenly disappear you know she used this Ghost, you can walk just as fast as the target that just disappeared which is why this spell can really only be used defensively - offensively would be the same tactic as flashing over walls, but this is the defensive attribute as well - i dont want a long duration, i just want it to be long enough to make sure the champion can pass through the terrain they want to walk through

killd0zer1 votes

If you honestly can't understand why a gap closer and a stealth are different I don't really think there's anything I can tell you because you just must not have a very clear understanding of the game.

You keep ignoring what I'm saying: Look at champions with Stealth. Most champions use "tactical" stealth in that they don't last long. Most of them have limitations due to the fact they can stealth. Part of the reason Flash is so strong is because some champions are designed without a gap closer. Flash ADDS a gapcloser, circumnavigating one of their weaknesses. When they talk about power budgets, stealth takes up a large part of it.

This ability would be very strong if it was just a 3.5 second stealth, with a 300 second cooldown. Then you want to give it terrain walking (which no other effect within league gives) and make it 70% of Flash's cooldown, Flash being a summoner spell SO powerful it is essentially mandatory in all levels of play.

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