Midgame Spells

Snow Taradien·3/11/2015, 3:22:47 PM·1 votes·412 views

Picking your spells before the game begins is nice and all because it allows everyone to decide their roll. The Jungler takes summoner 11 , and everyone else autolocks summoner 4 and probably summoner 7 or summoner 14 / summoner 3 and pretends that there are actually other summoner spells that people use. Teleport is sometimes a thing. Maybe. If you're toplane or Jungle, I see you taking Teleport. Otherwise Its underutilized.

Nobody uses {{summoner:2}} , nobody uses summoner 1 , NOBODY IN HISTORY HAS EVER USED summoner 13 .

And the only people who get summoner 21 are selfish pricks in Aram and the only one other than these, summoner 6 ? Only people who take Ghost are folks who don't have a high enough level to use summoner 4 .

Of the possible choices, that gives us a variance of four spells with a constantly autolocked Flash. Because we've created a system where the game MUST have these spells chosen before the match starts.

This is especially bad in blindpick, where you can't see what your opponent is doing, and even in draft where we can see what we're up against we still have the same problem. Because who's gonna choose summoner 1 or summoner 6 when summoner 4 is so much more effective as an escape method, despite summoner 1 being better its completely situational, and despite summoner 6 being better for escaping, its not instant enough when other champs often can just boost their own mobility and chase you down anyway. Flash allows you that extra dodge potential right? So clearly people will always pick it because they are STUCK with the spells they pick before the game even begins.

There's no situational micromanagement, no spell counterplay.

I propose a change to this dull and uninspiring format, allowing instead players to get a point to put into the summoner's spell of their choice at the beginning of the game. Taking ONE spell rather than two early game.

Increase the number of available for use spells to three, having it so that players get another spell at level 9 of their choosing, the same way we have the trinket upgrades. And finally one more spell available at 18, max level giving both teams more counterplay options.

We then have to add more spells in, and possibly rework the ones that fundamentally are as of current, useless.

  • NEED To be reworked or given heavy buffs. summoner 21 {{summoner:2}} summoner 13

ESPECIALLY {{summoner:2}} with the new trinket mechanics.

summoner 13 Is far too weak and gives too little. It could be great with certain situations, and mana dependant champs, but it gives so little when heal not only gives a giant flat boost and a fantastic move boost as well.

  • summoner 11 summoner 4 summoner 12 are perfect.

Albeit summoner 12 is excruciatingly situational. And would be better on this new choice based system.

summoner 14 summoner 3 summoner 7 are fine.

We need to bring back things like Burst, Stifle was easy to rework, by simply decreasing the silence time from 3 seconds to 2, or increasing its cooldown time, ffs revive took five hours to come back up. Fortify, and Rally, BOTH are things that could come back and seriously change the currently stagnant meta.

If you have suggestions, please post them below.

4 Comments

SS Enforcer3/11/2015, 3:36:33 PM3 votes

Firs thing that i notice:

Teleport is sometimes a thing. Maybe.

I dont want to sound like someone who makes assumptions based on your division... but where are you playing? I see (and use) teleport in every single toplaner. Mostly because it's just simply better and more suited for the role of a role of a toplaner. Ignite is only "good" on snowbally toplaners such as Riven or Fiora.

Sailor Mint3/11/2015, 3:40:34 PM1 votes

Just like Revive was a staple in Dominion, one person running Clarity is considered standard in ARAM . Barrier is stronger than Heal for solo laners.