Summoner spells(specially Flash)

Redcadaver·9/4/2015, 3:52:59 PM·2 votes·471 views

Will Riot do anything about adding variety to summoner spells. I know they aid they wanted them people to vary, but as it stands, if you have a champ with no dash(or crazy movement speed) you have no choice but to choose flash. With the mobility creep slowly becoming the norm with each no character; will there ever be a reason not to pick flash?

10 Comments

Mimy9/4/2015, 4:04:52 PM2 votes

I'm gonna be honest.. In some situations for me summoner 6 tends to work better for me sometimes it lasts longer and allows me to cover more then just flash. Espically when I'm chasing someone. You can only flash so far away. but ghost lasts for 10 seconds..

But I feel if I take it, people will start calling me troll. xD

{{summoner:2}} This... Sadly.. no one will ever take it due to item 3342 Being a thing....

Rebonack9/4/2015, 4:34:04 PM2 votes

How to add variety to Summoner Spells: summoner 4 has its range and cooldown improved significantly, but it now face-plants against walls. summoner 6 can now travel through a wall once during its duration ala Magical Journey. summoner 1 and summoner 21 are combined into a single Summoner Spell. summoner 13 no longer restores allied mana. Instead, it lowers the cooldown on all your spells by (some amount less than ten seconds).

Teleport, Smite, Exhaust, and Ignite are all fine. Not sure what to do with Clairvoyance. Maybe make it fart out a ward at the location cast? That would take some of the gold pressure off people for vision.

Koldheartedjsp9/4/2015, 4:14:22 PM1 votes

no.

This was a very hot topic in the early stages of the game

it's pretty much been decided the game is built around the fact flash exists.

Just imagine champions like xin zhao ruling every single game because of no flash

Every gank would be a damn near guaranteed kill

Meep Man9/4/2015, 4:45:03 PM1 votes

summoner 4 Range increased to 525 from 400. Cool Down reduced to 240 seconds from 300 seconds. Can now choose where in the range, but will cast to max range if chosen outside of range. Can no longer go over walls. Explanation: Is now best used on immobile champions and assassins that need an escape, but no longer provides extreme mobility. Still will probably be used slightly more than most, but now champions that already have good gap closers and such might want to take other summoner spells.


summoner 6 Movement speed increased to 30% from 27%. Cool Down reduced to 200 seconds from 210 seconds. Also removes the movement speed cap limitations for the duration. Explanation: Is now really good on champions that benefit a lot from movement speed and immobile champions, especially melee champions.


summoner 3 summoner 11 summoner 14 Unchanged, they are all pretty good already and worthy choices.


summoner 21 Now also grants 32 (+1 per level) armor and magic resist. Cool Down reduced to 180 seconds from 210 seconds. Explanation: Is now good on Tanks that don't use Teleport and Marksman who need that boost of defense often against an aggressive lane.


summoner 7 Movement speed duration increased to 1.5 seconds from 1 second Explanation: This still makes it a good option to bring Bottom Lane as a Marksman instead of Barrier. Might be the new second Summoner Spell for Support instead of Flash.


summoner 1 Now reduces the remaining duration of suppression spells by 50% instead of doing nothing. Cool Down is now reduced by 8 seconds every time you are hit by a spell that applies crowd control. Explanation: Can now be used against high crowd control teams for much greater effect.


summoner 13 Cool Down reduced to 150 seconds from 180 seconds. Mana Restore increased to 50% from 40%. Explanation: Can now be picked up by mana hungry users since it now restores more and allows for a great early laning phase.


{{summoner:2}} Cool Down reduced to 45 seconds from 60 seconds. Now reveals wards in the area and places a two health, visible ward. Explanation: Can now be picked by objective heavy/counter jungling junglers as well as Supports for a worthwhile effect.


summoner 12 Unsure, probably no changes

Zrima9/4/2015, 5:07:11 PM1 votes

Just an idea like that, but how about making items changing the property of said summoner spells, something kinda in the line the jungler items. Some ideas: item 3222 -> Your summoner 7 also gives some mana to your allies, your summoner 13 also gives some health to your allies item 3172 -> If you hit the opponent affected by your summoner 14 you run faster for 1 sec item 3050 -> your ally linked with you hits the opponent affected by your summoner 3 for some additional magic damages

etc. Mutiple items, mutiple possibility of summoner spells improvement!