Why Summoner Spells Need to be Removed

ChairExpert··2 votes·1,460 views

Why Summoner Spells Need to be Removed

Hello Everyone, I am a Gold 1 http://www.lolking.net/summoner/na/39600363#profile player with a great idea to vastly improve League of Legends. My idea is to remove Summoner Spells and replace some of them with items. These items can only be done with the removal of Summoner Spells.

Why Should Summoner Spells be Removed?

Firstly, they need to be removed to make these items work, which we will talk about later. Summoner Spells need to be removed because they are toxic and unbalanced. You have the top dogs of Spells dominating the pack and a bunch of useless/near useless Spells no one touches. You might ask "why are they toxic and unbalanced"? I will go through the Most Used Summoner Spells and the Least Used Summoner Spells explaining why they are the most/least used spells and why they are toxic and should be removed.

The Most Used Summoner Spells

These are the most used Summoner Spells, I will go through each one and explain why they should be removed.

Flash

Flash is picked up virtually every game, for good reason too, you get a free gapcloser/escape. That being that it's on a five minute cooldown but still the most powerful Spell in the game.

Flash is toxic because it allows for high mobility champions (Zed, Ahri, Leblanc) to be at even higher mobility and can jump across seemingly the whole lane and kill you. They are also very safe because even if caught out they can quickly dash away and if they need to Flash for the icing on the cake. But you might ask, everyone has the choice to use Flash, and you're right, but most champions don't need that extra Flash and some do. For example, Vi without Flash can still engage properly, but champions such as Rammus and Galio need that Flash to engage, but not always able. Because of that five minute cooldown. Leaving these champions go unpicked, for good reason in this games current state.

Ignite

Ignite is picked up quite often by any role, least commonly by the jungler and AD Carry, but still a choice to have. The problem with ignite is it gives free kill pressure, you can be very sloppy in your champion execution but Ignite can leaviate some of that for you. The fact that it's a Free Damage over time, true damage and also point-click makes it toxic and therefore, should be removed.

Heal

Heal will be picked up normally by the AD Carry, it'll help them survive some duels bottom lane and also save them in teamfights. The problem with this is that it leaves other defensive Summoner Spells have left to be desired. Why pick up Barrier anymore? Or even Cleanse? Heal just out classes them both and therefore should be removed from the game.

Exhaust

Exhaust, most commonly picked up by the support, but not limited to the jungler and some other champions that could use it (Karthus). The problem here is it can be overpowered and it can be balanced. In the bottom lane it can be straight up overpowered, completely shutting down the Carry for 2.5 seconds, or it can be a lifesaver and balanced to save your carry from the enemy assassin. It's a tough case but should be removed.

Smite

Smite is fine as is but it being a Summoner Spell means it needs to be removed along with everything else.

Teleport

A very powerful Spell, most commonly picked up in the top lane, it allows for global pressure. You will see many plays come out of the top lane with this Spell, which is great! But also a problem. The problem is that Only the top laner and whoever else takes it can have that pressure and play making potential.

The Least Used Summoner Spells

These are the least used, the ones rarely picked up or not at all. I will go through each one and explain my reason why they are the least used and should be removed.

Barrier

Barrier is a inferior counterpart to Heal. It does not provide a shield for two people and does not increase your movement speed for you or your allied champion. This is still picked up in special cases but rarely ever because it's inferior.

Clairvoyance

Clairvoyance is just the Scrying Orb (Blue Trinket) but global, the Blue Trinket is rarely used and this being global doesn't make it any more appealing to choose.

Clarity

Clarity gives you 40% of your maximum Mana for you and your allies! Great, right? No, in this game you have Blue Buff and Mana replenishment/gain items that make this a worthless pick up.

Cleanse

Cleanse is essentially Quick Silver Sash, if you want to save 1250 gold on QSS, then this is a decent choice, but why do that when you can have Ignite or Heal and just pick up QSS and have the choice to upgrade it to Mercurial Scimitar?

Ghost

Ghost is like Barrier, picked up in special cases for a few champions but overall inferior to Flash.

Now that you know why they should be removed let's talk about replacing them with items.

Item Replacements

Flash

Remember when we talked about Flash and how it is needed for some champions? Well we need to have a replacement for Flash, a item!

Flash(Item AP) 2250 gold (example price)
Stat Bonuses: 40 Ability Power - 10% CDR (example) Active: Flash 725 range - 24 Second Cooldown - Cannot Flash if taking damage/taken damage in the last 5 seconds

Flash(Item AD) 2250 gold (example) Stat Bonuses: 25 Attack Damage - 5% CDR (example) Active: Flash 725 range - 24 Second Cooldown - Cannot Flash if taking damage/taken damage in the last 5 seconds

Flash(Item Tank) 2250 gold (example) Stat Bonuses: 425 Health - +75% health regen per 5 seconds (example) Active: Flash 725 range - 24 second cooldown - Cannot Flash if taking damage/taken damage in the last 5 seconds.

You might say, wouldn't this make the already highly mobile champions ridiculously overpowered if they pick this up? No, because they will have to spend 2250 gold on a item that gives them average offensive bonuses and a overkill of mobility. They would much rather get something to actually boost their offensive capabilities. For Example: Zed would choose Blade of the Ruined King over Flash(Item AD) as a first pick up because of the superior offensive bonuses. For them to make use out of this they would have to get extremely fed early game, even then, it's your fault if you let them get that fed.

With the addition of this item you will see a Rise of Popularity of dashless, immobile champions or with unreliable engages (Mordekaiser, Rammus, Galio).

Smite

Smite is a easy fix, just give machete and other jungle items the Smite active.

Exhaust

Exhaust is needed in this game to protect your carry, this can be made into a purchasable, upgradable item.

Exhaust(Item) 500 gold Stats: Reduces targeted enemy Movement Speed and Attack Speed by 10% - Reduces target armor and magic resist by 5 - Reduces target damage dealt by 15% for 2 seconds Cooldown 180 seconds Range 500

Exhaust Upgrade 1(Item) 1500 gold Stats: Reduces targeted enemy Movement Speed and Attack Speed by 20% - Reduces target armor and magic resist by 10 - **Reduces **target damage dealt by 30% for 2 seconds Cooldown 180 seconds Range 550

Exhaust Upgrade 2(Item) 2500 gold Stats: Reduces targeted enemy Movement Speed and Attack Speed by 30% - Reduces target armor and magic resist by 15 - Reduces target damage dealt by 45% for 2 seconds Cooldown 180 seconds Range 625

This can be picked up early game for 500 gold for a good amount of debuff but not overpowered. It can be upgraded throughout the game so those assassins late game don't just instant kill your AD Carry.

Teleport

Teleport is essential to the game, therefore we need a item to keep it in here.

Teleport (Item) 200 gold Active: Teleport to a ally structure after 2.5 seconds or a ally ward after 4 seconds - It can be interrupted by taking damage, like recall. Cooldown 90 seconds

Now everyone can join in the teleport fun! With this item you will see teleport plays from all players increasing the strategic diversity of this game.

Conclusion

With the removal of Summoner Spells and the addition of items to replace a few necessary ones the game would be allot healthier and dynamic. This is a big change if done but it's needed in my opinion. It is a rough idea and is open to change.

12 Comments

Sailor Mint4 votes

You don't actually spend time to explain why some spells not being used is a problem, you merely claim that it is. Nor do you even touch the impact of the current system on the game. What having those spells available right off the bat does to the game.

You also do not address the impact removing spells would have. It's not hard to assume removing spells early game would mean a loss of gameplay options.

ChairExpert1 votes

[{quoted}](name=Devi Freak Mint,realm=NA,application-id=3ErqAdtq,discussion-id=yv2cbcBA,comment-id=0000,timestamp=2015-04-07T19:42:22.249+0000)

You don't actually spend time to explain why some spells not being used is a problem, you merely claim that it is. Nor do you even touch the impact of the current system on the game. What having those spells available right off the bat does to the game.

Nor do you explain why it isn't a problem, and you also don't explain what impact they have right off the bat. But I do explain the impact they have on the game, a negative one. High mobility champions (I gave examples in my post) get too much for free and low moblity ones need it to engage

You also do not address the impact removing spells would have. It's not hard to assume removing spells early game would mean a loss of gameplay options.

I also explain the gameplay increases within my post. There will be gameplay reductions but it doesn't outweigh the positives.

Sailor Mint1 votes

I also explain the gameplay increases within my post.

I'm losing options at level 2. At one of the most important time of the game. How is that more gameplay? You're taking away 2 of my 4 buttons.

Flash is toxic

It's one of the best thing in this game. It gives you tons of gameplay options. You can use it offensively or defensively. It makes certain champions viable. It's fun to use. There's nothing fundamentally nothing wrong with it. The pros more than make up for it crowding out other options.

I'm getting the "I wish the game was more like Dota" vibe from you.

ChairExpert1 votes

[{quoted}](name=Devi Freak Mint,realm=NA,application-id=3ErqAdtq,discussion-id=yv2cbcBA,comment-id=000000000000,timestamp=2015-04-07T20:28:29.864+0000)

I'm losing options at level 2. At one of the most important time of the game. How is that more gameplay? You're taking away 2 of my 4 buttons.

The fact you only have two abilities means your enemy also has only two. You only need two to get a kill and make plays because 2 = 2 like how the game is at the moment you can get a kill because 4 = 4.

It's one of the best thing in this game. It gives you tons of gameplay options. You can use it offensively, defensively it's fun to use. There's nothing fundamentally nothing wrong with it.

Nothing fundamentally wrong with it is different than there is actually something wrong with it. And you're still ignoring how with my idea we will see more picks because of the effect these new items will have with the removal of Summoner Spells.

Losing a couple of options is good when we gain allot.

Sailor Mint1 votes

You're suggesting removing gameplay to add options. Options have the potential to add gameplay, but they don't really do anything by themselves.

That's the problem.

ModAcademy Kayn1 votes

By gaining "a lot" do you mean having to spend our much needed gold for utility and ONLY utility? No useful stats whatsoever.

ChairExpert1 votes

{quoted}

By gaining "a lot" do you mean having to spend our much needed gold for utility and ONLY utility? No useful stats whatsoever.

Man, you're right, we should give the AP version 120 AP and the AD 80 attack damage, not to mention we should give the tank 800 Health. Because, reliable engages for these champions isn't enough.

Backbone183 votes

While I do agree with the idea that some summoner spells are inferior and should be removed, I don't think all of them should be removed and replaced by items. If anything some summoner spells should be changed maybe.

Summoner spells allow players to make great early game plays. Why should the enemy team not be punished for extending in their bot lane? Why should the enemy team not be punished for trying to invade your jungle? In both these cases when they invade bot lane, your top can teleport, you can exhaust the enemy trying to escape, you can heal to bring the health up if someone is going to die in that invade duel. In the other scenario, you can flash to catch the overextended bot lane, you can exhaust to ensure the kill, you can use clarity early game since mana is low and you need to secure a kill.

Summoner spells are essential for early game potential and game strategy. In most of my games I can't even finish my entire build, so why add another item that will just make it harder to attain my whole build. Not only that, but with these new items you'd basically be nerfing everyone because my Flash item is going to be replacing one of my better AD items on my Riven build. My exhaust item is going to be replacing one of my better support items on my Leona build.

In my opinion, this system that you created would require a lot of things to change, in fact too many things to change, and would generally lower early game potential. In the early game what do you have? A starting item, some potions and one or two abilities. Those summoner spells are what make the plays early on.

Good idea and thought at the spur of the moment, but not so much after you think about it more deeply.

Gandalf0108122 votes

Give this man his summoner spells.

ModAcademy Kayn1 votes

This seems like a bad idea, mainly because we already need gold for out items. Having to pay for a utility that gives nothing but utility would put anyone behind against their lane opponent who might buy actual items.

Just because some are under/over used does not mean they need to be removed. And seriously? 3000 gold for an exhaust? Supports have enough trouble as it is with items. You'd be indirectly nerfing all supports.

ChairExpert1 votes

{quoted}

This seems like a bad idea, mainly because we already need gold for out items. Having to pay for a utility that gives nothing but utility would put anyone behind against their lane opponent who might buy actual items.

It's not just utility, Flash(Item Tank) gives 425 health and 75% health regen, same with Flash(Item AD) and AP, it's not just utility. It provides bonuses to whatever you're playing. With a 725 range flash, which can create big plays to get you and your team ahead.

Just because some are under/over used does not mean they need to be removed. And seriously? 3000 gold for an exhaust? Supports have enough trouble as it is with items. You'd be indirectly nerfing all supports.

All gold and stats are open for change, like i said, it's a rough idea.

SS Enforcer1 votes

I don't say that i don't understand your reasons behind making this thread, but i think summoner spells are the most teeny-tiny problems that we could talk about.

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