New Spells Concepts
So after playing Poro King I have confirmed that League is a lot better without Flash. Also what else is confirmed are the champions that end up getting played that I thought would get played if Flash was not in the game (which is the opposite of what everyone else thinks). I am being very vague here because I do not want Poro King to form any kind of meta game. Anyways, getting on topic I will introduce new spell IDEAS that removes Flash from the game (I would also recommend a blink removal as well, which wouldn't be that hard to do). The short text is that there will be three spells one for initiating, one for escaping danger, and one for going through terrain; these spells should not be taken every game for most games but allows for certain champions that need one of these mechanics to obtain it within champion select.
Poro Toss: Fire a poro in the target direction if it hits an enemy it deals minor true damage based on your champion's level and allows Poro Toss to be activated again within 3 seconds to jump to the struck enemy. 40 seconds cooldown; 180 seconds cooldown if you jump to an enemy skill shot range: 1000 units
Pulse: Unleash a shockwave around you to push back enemy units to the perimeter of the shockwave. 210 seconds cooldown shockwave range: 550 units
Transparent: Ignore all unit collision and impassable terrain for 6 seconds. 90 seconds cooldown
~ Stacona
Suggested Spells Below:
Reflect: Form a barrier around you for 2 seconds to block the next incoming spell; if the spell had any crowd control then it is reflected back at the attacker. 240 seconds cooldown
This is a spell shield that can send (if any) crowd control back that the spell might have had; so this is very much a reactive summoner spell for defense. The difference between Reflect and Cleanse would be Reflect has to be used before the spell lands while Cleanse will be used after plus Cleanse 65% tenacity for 3 seconds ad well; so one is surviving a lethal spell and escaping from it and the other is surviving crowd control.
Alternate Variations Below:
Transparent: Use on terrain to quickly dash through it in a straight line. 120 seconds cooldown 500 units range (this would be the point-and-click range as well as the dash range; the dash range will be increased further only if the terrain is thicker than the dash range)
This creates the same mechanic as my initial idea of still having a spell that grants Flash's ability to go through terrain. This spell would only be taken in certain scenarios, mainly in a game where you are playing a champion with no natural ability to go through terrain against a team which most of them can go through terrain.
My ideas are to be mainly in place to create spell diversity; and to avoid 'one spell answers everything'. These spells should fill the void of a Flash removal while not being dominant like Flash since they are split mechanics to the point where all 10 players will not have one of these spells in one of there spell slots like seeing the 10 Flash games every game with the rare 8-9 Flash game. The probability of seeing these spells every game is very high, but seeing 4-8 players using one of the 3-4 new spells will create more spell diversity in of itself let alone just creating spell diversity within the new summoner spells themselves.