Summoner Spell Idea: Thunderbolt

I Feast Tonight·3/7/2019, 6:46:40 AM·4 votes·1,334 views

There is a large imbalance in League of Legends revolving around attack range and mobility. As a pure statistic, champion basic attack range can vary from 125 units to 600 units. Most skill shots marksmen and mages have go 1200 units. That's quite a distance. On the other hand, base movement speed may vary from 335 to 350... not very different there. This sounds like an attempt to give a slight inverse effect, right? Wrong! There is little rhyme or reason to the differences. For example, while Mordekaiser has 335 movement speed, Zoe has 340.

Okay, maybe mobility abilities. Mordekaiser has a +10% movement speed increase while moving toward a targeted ally- very little speed and limited usage. Zoe gets a +30% movement speed increase for 3 seconds just for using her w which can be used multiple times in a single fight, not even considering if she picks up ghost, flash, mark, or hextech protobelt. Once she gets her ult, she teleports everywhere.

Maybe crowd control? Nope. Mordekaiser has no crowd control while Zoe has a 2-second stun.

I know! It must be items! Incorrect. While there is roughly an even number of mobility items for melee and ranged champions, the melee mobility items are not suitable for all of them. Ranged mobility items, on the other hand, are.

Now add on unit collision problems.

This doesn't make a whole lot of sense. How in the world does he run away or up to her? The simple answer is that he doesn't; he gets deleted before running away or catching up. If he does manage to reach her, he fails to stay with her long enough to deal damage as he is a fighter. Zoe, on the other hand, has lots of burst and need only a moment to nuke him.

A few months ago, I suggested the invasive update to have an inverse effect between attack range and movement speed which included 125-600 units of basic attack range and 335-425 movement speed. I also suggested increasing turret damage. While I think it would be a very good update, its invasiveness freaked people out. Now I present a noninvasive idea: Thunderbolt.

Finally, the moment we've been waiting for. Thunderbolt would be a summoner spell with a 240-second cooldown. Upon casting the spell in a target direction, a line would shine roughly 1500 units, originating from you. This line would follow your movement, (think of Lucian ult). After a .5 second delay, the first lightning strike would activate. .25 seconds later, another, and .25 seconds after that, the third. Each lightning strike would deal 15% of their current health as true damage. Its use would be on melee champions who need to whittle their enemies down just before coming in. While I doubt Thunderbolt would solve the problem, I am confident that it would be a good bandaid solution: enough of a boost for melee to get their footing, but nothing too invasive.

4 Comments

Master Of Magic3/7/2019, 7:28:30 AM3 votes

This would literally ruin game balance. There is no chance this could ever make live servers. Doing some simple math if you land 3 shots on a full hp target you would do 38.5875% of their max hp if you land all 3 subsequently. Do you understand how game breaking a spell that does over 1/3 of someone's hp is? Imagine this as a tank shred. Imagine this on adcs or mages. If you want to fix the problem don't introduce something that is easy for poke champions to take and abuse. Realistically melees are fine. I'm not saying all are, morde being a prime example of one needing a rework, but Riot isn't saying he is in a good place, they have actually said that he is up for a VGU. A lot of melees are viable at the very least in solo q and many are viable in competitive as well so I don't see why we need a new summoner to try to balance a difference that is minuscule in reality.

Also as a note about the move speed changes: You cannot introduce a system where ranged champions are that much slower than melees because then any melee with any kind of gap closer becomes broken beyond belief and those that don't still would run around stronger than most ranged champs just because the ranged champs cant kite them anymore. It's a fundamental mechanic of the game to allow for kiting otherwise most ranged champs would not be viable.

Madjack013/7/2019, 6:53:56 PM1 votes

I'm not sure I understand this.

Your critique is that melees have trouble getting to ranged enemies without dying and your solution is more damage?

What will more damage do if they can't get in range to follow up with their kit?

Darknesshas13/8/2019, 7:12:32 AM1 votes

You want a chilling Smite spam on a spot. That hits 4 times a second, for 15% of current HP. That's ludicrousLucian . that math works out to about 40% of someones HP. As true damage. Just because you cant build boots or just flash in and stun. If you're playing a Melee Char and cant deal with someone who uses spells or has some range, you should learn how to either A) close the gap with Flash, ghost, or Blade of the Ruined Kingitem 3153 or B) dont pick a melee into a lane where ranged is the expected. Zoe top isnt a meta yet so your going Mord mid. If you see a xerath in your mid lane, dont pick Morganna. Draft pick is a wonderful thing, you can ban your biggest counter from play. Your implementing a stupid powerful spell that even Junglers have to spend 1.5k gold just to do 1/10 of that damage. This idea is frankly stupid