Can we buff some Summoner spells?

Rew711·4/22/2015, 3:20:44 AM·17 votes·1,033 views

{{summoner:2}} This is by far not going to be used as it is. Can this please be made into something that does more? Can it not be a passive summoner spell that when activated, it reveals a large portion of the side of the map you are on for 5 seconds. Like, lets say, 3500 range? This would be very useful when laning mid and someone says there is a missing enemy and you use this bad boy and see them in your bush or possibly in one of the nearby camps. You can't ward everywhere.

summoner 13 is a very useful spell, and I love it. But can we please buff the range to at least 1500? So it can at least give the one other person their mana.

{{summoner:17}} is something I wish would be on less of a cool down. The game itself in dominion is very quick so why such a long cool down for something that may not be used or that useful most of the game? Sure, it does help when getting a current, but it doesn't help speed up the process or slow the opponents in gaining yours.

Now, this will help with the problem at hand where everyone uses the same spells over and over.

I like to use summoner 12 over summoner 4 since teleport allows me to be in lane quicker.

All other spells are fine (yet summoner 1 could use a less cool down to make it also seem like a nice spell) and I like to experiment when I can on which to use whenever.

12 Comments

delios4/22/2015, 12:03:47 PM7 votes

Why is it when I play ranked and I take summoner 1 on an ADC versing a heavy cc team, I get yelled at and called a troll.

It works fine, and I should really not have to be yelled at for taking something that isn't heal.

Blue Moon Wolf4/22/2015, 8:06:05 AM2 votes

also need to add summoner 31 to summoner spells

2pudge1cup4/22/2015, 12:43:52 PM2 votes

I'm very nostalgic for the days when clairvoyance was mandatory on supports.

It's sad that it got phased out of the game because it is the highest skill cap of any summoner spell.

That being said, I'm not sure what buffs it could use to bring it back into the fold. Its function has been overtaken by a trinket. If it gets invisible detection or a huge range on a low cd then it will be strong... especially against junglers.

For those of you who don't remember the days of it, a strong support player could watch a jungler's movements for the entire laning phase, thwarting any gank attempt.

karkani4/22/2015, 5:21:38 AM1 votes

How about for {{summoner:2}} they revel invisible champions and units for a short period of time along with the sight, for summoner 1 they could lower the CD but i rather have something more than remove and reduce Crowd control,
For summoner 6 they should lower incoming CD duration, summoner 3 They could instead lower 20% of armor/MR and reduce their movenment by 40% instead summoner 13 Is not that pratical since they have really good mana regen items so maybe buff it to 60% of max mana but have a 4 minute CD

What do you guys think of these?

FakeGravity4/22/2015, 3:35:53 PM1 votes

the problem with clarity is that while is useful early own it becomes a burden once you have mana regen, it turn into that spell you wish you didnt get unless you are heavily mana hungry and have a spell that can really use that much mana like swain