Summoner spells need fixing or removal

Brainden·9/20/2013, 4:48:01 PM·3 votes·1,165 views

Revive, Heal, Clarity and Clairvoyance are in desperate need of either. Their usage isn't even at the level of niche in competitive play.

Part of the problem is the omnipotence of Flash. When 90%+ of pro players take flash regardless of champion or lane you know there's a problem.

Spells need a buff, and Flash needs to be reworked mechanically to provide some counter-play.

16 Comments

RiotXelnath9/20/2013, 8:20:13 PM4 votes

I agree. FeralPony, Xypherous and I have been adjusting these lately.

ValiantComics9/21/2013, 1:08:51 AM2 votes

Revive is not a troll spell really. In summoner's rift it is but on the Crystal Scar it is one of the few highly chosen spells. People seem to forget there are more game types than 5x5...maybe relegating revive to dominion like they did with garrison would settle that problem.

RedHawk Shade9/24/2013, 2:41:29 AM2 votes

i was thinkin about this today while i was takin a dump. Heres what i came up with. They should treat summoner spells like champs. By that i mean some spells should counter others. Actually its just flash but i feel like there should be a summoner spell that disables ur ability to flash say for maybe 5 seconds. Also lets say u can cleanse this. What would happen right away is people would rush to get the anti flash spell since the meta is Flash > all. what would happen is u would either see people start running ghost and something else, Flash Clense, or something random. Eventually players would pick their summoner skills based on what they think the enemy will bring to counter them with... or not. After people stop using flash as much the anti flash summoner would fall out of place and then people would pick back up on flash making an interesting cycle.

As far as Revive, Heal Clarity and CV those spells would get used more but still could use a rework. Maybe if flash is that strong it should be removed and players should just play more careful?

TLDR; add anti flash skill > possibly remove flash > rework the unused skills.

Cypherous9/20/2013, 5:09:17 PM2 votes

Flash already saw a nerf a long while back that reduced its range by a fair bit, there isn't really anything else you can do to it mechnically, its a blink, there are many champions with much better versions built in to their kits want to nerf those aswell? :P

I agree that some summoner spells aren't taken but thats just because they serve no real use, CV used to be standard on supports but it was far too strong, when they nerfed it nobody bothered with it anymore, revive is and always will be a troll spell :P clarity isn't required aslong as you understand mana management and heal does get picked but for supports its better to run exhaust

RedHawk Shade9/24/2013, 8:30:14 PM1 votes

Make a spell that disables flash for a few seconds but can be cleansed. U now have created a shifting mete for summoner spells. I spoke long about my idea but somehow it got deleted b4 i sent :(. long story short people would stop using flash and use something else then start using it again and it would'nt be something picked by everyone in every match. I feel like that would be more interesting than getting rid of flash. Also maybe this skill should stop all movement abilities for like 5 seconds or something

Rasmuffin10/25/2013, 12:26:23 AM1 votes

short suggestion: add a .25 second channel to flash.

The potential to interrupt dashes exists in League with Aatrox jumps and Lee Sin kicks against a thresh flay. Every Elo has had it occur with the few champions where it is possible. the perpetrator feels skillful, and the recipient knows exactly what they didn't account for.

A short channel doesn't significantly reduce flash's utility in game. Flashing out of a situation will give counting CC mind-games similar to nunu's ult and retain the benefit of flashing into a situation will be easier than fiddlestick's ult.

The direction of the flash is undetermined while channeling giving potentially more juke potential despite relative distance traveled being lower.

Final note, I promise, a negated summoner spell may causes some frustration, which may be why barrier > heal. A second option would be an interrupted flash, could go to a 10-30 second cool down.(change the channel to .5 seconds if this is the case).

Kira Onime9/20/2013, 6:10:51 PM1 votes

Thing at this point the game is pretty much balanced around flash.

CrissDeBonTacos9/21/2013, 6:41:03 PM1 votes

For Revive.... how about to delete his cooldown and change how it work . Exemple , make him just cut by half ur dead time ?

gazreal9/21/2013, 7:02:54 PM1 votes

I think at this point what needs to be done is either let players use 3 summoner spells or reduce it to one per player and add a different mechanic of ability to use