New Champions, New Items, New Runes, No New Spells?

JL KS··33 votes·12,170 views

Summoners Rift Riot is constantly putting out new champions, Occasionally New items and Runes, but haven't put out new spells. I would love to see League Of Legends evolve and become truly unique, Introducing new spells into the game would allow for players to develop their own unique play style and add something for the community to get excited about. In order to make this happen we can't be afraid of change and challenges. I know how change can feel, change is scary, we think change and think back to all the reasons it didn't work in the past ect. This is a link going over 10 reasons people resist change.

By: Rosabeth Moss Kanter Past resentments. The ghosts of the past are always lying in wait to haunt us. As long as everything is steady state, they remain out of sight. But the minute you need cooperation for something new or different, the ghosts spring into action. Old wounds reopen, historic resentments are remembered — sometimes going back many generations.


Summoners Rift Currently Only Has 7 Spells summoner 4 summoner 21 summoner 1 summoner 6 summoner 7 summoner 14 summoner 11 summoner 12


I would love to see that number go way up! Coming out with new spells on a monthly basis at least. I mean, Really! give each individual player their own unique play style not just with runes, but also with spell. I could imagine a league of legends that had close to 100 different spells and be absolutely fine with that. And hell, why release one at a time? Go all out! Release 10 at a time! Give us some new terrain to stand on. Do some fortnite type shit, Force us to relearn the game, like... I just don't want league of legends creativity to die and become stagnant, stuck in the old ways, and stay being afraid to step into the new era simply because things didn't work out in the past. Or because some players would prefer nothing at all changed because they don't like change and like what they are used to, that's not being innovative. In my opinion, they should have never taken away summoner 13 from Summoners rift. They should have added more spell not take one away. It just made the game that more unique and complex. Additionally in champ select, spells selection should be locked in as well, allowing your opponent to see the spells you are going into game with so that way, everyone can make calculated decision based on what they are up against.


Two simple spell Ideas that could be released immediately is the pull spell and the push spell.

Pull: legit a simple to use spell that pulls the enemy or ally towards you. In order to pull allies you click them and they have to right click themselves to accept the pull (like thresh lantern). Good for saving allies from danger especially if they got stunned or cc'd, or punishing enemies who fail dives or try to escape. Or if enemy is hiding under turret the entire game. or if you are jungle and want to counter flash.

Push: Legit a simple spell that pushes the enemy or ally away from you. Good for sneaking up behind enemies pushing your turret, and forcing them into turret range, Also good for gap closing if lets say you are support and you have an ashe adc who can't gap close and doesn't have flash, you can select her for push she can accept, gap close and secure the kill. Or if you are playing soraka and an assasin like talon or akali is about to jump onto you, you have this spell to push them tf back. Get Rekt


These are just two concepts that could add uniqueness to the game.

JL KS

83 Comments

Helmight19 votes

I think adding new spells for the sake of new spells isn't a good direction for League. Summoner Spells tend to be quite powerful, and can often warp the game around their presence. Teleport immediately springs to mind, but does anyone else remember the Heal meta after it got buffed? Or when Ignite was super good?

On the flipside, Summoner Spells can also be downright useless (Clairvoyance/Surge/Promote anyone?), which makes their inclusion in the game a simple case of bloating the mechanic with inferior options. At their best, other spells can be subpar version of better spells; at their worst, they're simple noob traps. Clarity, as you mentioned above, was a good example of such. Mana sustain is good early, but once a mage gets their first mana item it becomes a dead Summoner spell slot.

I'm happy with the current stable of Summoner spells and see no reason to add more for the sake of adding more. If Riot have a good idea for something, I'm all for adding it, but it needs to be on a case-by-case basis.

NuggetMilk6 votes

{quoted}

I think adding new spells for the sake of new spells isn't a good direction for League. Summoner Spells tend to be quite powerful, and can often warp the game around their presence. Teleport immediately springs to mind, but does anyone else remember the Heal meta after it got buffed? Or when Ignite was super good?

On the flipside, Summoner Spells can also be downright useless (Clairvoyance/Surge/Promote anyone?), which makes their inclusion in the game a simple case of bloating the mechanic with inferior options. At their best, other spells can be subpar version of better spells; at their worst, they're simple noob traps. Clarity, as you mentioned above, was a good example of such. Mana sustain is good early, but once a mage gets their first mana item it becomes a dead Summoner spell slot.

I'm happy with the current stable of Summoner spells and see no reason to add more for the sake of adding more. If Riot have a good idea for something, I'm all for adding it, but it needs to be on a case-by-case basis.

Exactly this. When making a new summoner spell, you have to make sure it is nothing seriously gamebreaking. However, It should have enough power to make it viable compared to spells like teleport, ignite and heal( the three I see the most often). We don't want to add a new spell only for it to become like exhaust, underrated and underused.

JL KS5 votes

But that's exactly what im trying to peel away from dude. Getting comfortable with how things are is like eating the same meal every single day because you know you like it, and so why try anything new? Because spell were made in the past that now no one uses,or spells that had to be removed, or their are balancing issues ect? because with that mind set the light bulb would have never been invented. I do not like that mind set. Its not creating spells just to create spells, Its to creative diversity, new gameplay, new challenges, be innovative, not stay stuck stagnant being comfortable with where we are at.. But ok, we are all entitlted to our own opinions lol.

Helmight4 votes

To use your meal metaphor, Summoner spells aren't the main dish - they're the condiments. You're not excited about what kind of ketchup or salt you're adding to your meal, you're just excited about what the meal actually is - and in this case, the meal is your champion. Adding additional condiments might help spice up an old favorite dish, or help make a newer one palatable, but at the end of the day they're not the reason you're eating whatever the dish happens to be.

I'd prefer for Riot to create new gameplay challenges with their champion designs, instead of with Summoner spells. It's easy to be excited about a new champ, while it's a lot harder to be excited about the return of Surge or something similar.

JL KS4 votes

"To try to use my metaphor against me to prove your point" Im eating for the dish, the spices, the ketchup, the salt, the appearance ect. I'll speak for myself thanks. :)

Helmight5 votes

Okay fair, different strokes for different folks. I don't think it's worth Riot's dev time to make new Summoner spells, but I can respect your opinion :)

Hay5eed9 votes

{quoted}

I think adding new spells for the sake of new spells isn't a good direction for League. Summoner Spells tend to be quite powerful, and can often warp the game around their presence. Teleport immediately springs to mind, but does anyone else remember the Heal meta after it got buffed? Or when Ignite was super good?

On the flipside, Summoner Spells can also be downright useless (Clairvoyance/Surge/Promote anyone?), which makes their inclusion in the game a simple case of bloating the mechanic with inferior options. At their best, other spells can be subpar version of better spells; at their worst, they're simple noob traps. Clarity, as you mentioned above, was a good example of such. Mana sustain is good early, but once a mage gets their first mana item it becomes a dead Summoner spell slot.

I'm happy with the current stable of Summoner spells and see no reason to add more for the sake of adding more. If Riot have a good idea for something, I'm all for adding it, but it needs to be on a case-by-case basis.

1.) Clarity got reworked into the blue warding item....and THAT gets used every once in awhile. IDK why they couldn't have just made clarity drop a one hit ward instead of removing it.

2.) Clairvoyance could still be buffed or just reworked to be a better spell.

3.) you say that Riot shouldn't add more spells "just to add spells" but isn't that what they are doing with champions? Like hell league has 140-ish champions with a huge diversity in appearance, play styles, and viability. Instead of releasing new ones they could rework or buff the old ones into viability

Helmight12 votes
  1. Think you mean Clairvoyance, since Clarity is the mana-restoring SS. I am much happier with Clairvoyance as an item, since it felt really bad to forgo Heal/Ignite/TP in favor of a one-shot warding totem. Getting it for free through the trinket system is a much better place for the effect.

  2. Champions are different in that they make Riot money and can offer wildly different playstyles. Conversely, Summoner spells have to be relatively generalist because they can be used by ANY champion, and because their selection (in Riot's opinion) shouldn't matter as much as your champ pick.

And realistically, the old Summoners didn't really offer much in terms of gameplay. Surge is a ball of stats with no gameplay behind it besides "fight me when this ability is on CD," Clarity is useless outside of lane, and Promote... well, we all saw how out-of-hand minion buffing can be during the Banner meta.

Honestly, I'd prefer for Riot to continue to focus on new champ experiences, instead of trying to create a Summoner spell every month.

ProphetOfDraven2 votes

Blue ward gets used every game wdym. ADC's and some mages should be getting it after laning ends.

spookdegrace4 votes

I agree 100%. Very level headed and mature view on the matter. I'm honestly shocked you're catching so much flack for what you're saying.

LightningShado3 votes

Welcome to the League of Legends boards.

Kebful9 votes

Honestly this could really be cool if they do it right. This adds in a new play-style that could be really cool and not everyone having almost the same ones all the time. I think its a nice concept. People may complain certain spells can be a little too OP but there will always be a way to play against it.

JL KS3 votes

But the things is, it doesn't matter what RIOT adds to the game, some people will complain about it, some people will like it. Some people complain because they are bad at the game and think they are perfect and will blame everything on something that is broken. Some people just don't like change. I think if everyone has access to get what ever summer gets created then its fair game. its w.e.

GilxeN5 votes

{quoted}

Honestly this could really be cool if they do it right. This adds in a new play-style that could be really cool and not everyone having almost the same ones all the time. I think its a nice concept. People may complain certain spells can be a little too OP but there will always be a way to play against it.

Hell no, it would just mix to the soup even bigger balancing nightmare, since we already see it with "runes reforged".

JL KS1 votes

Everyone has access to the same spells so I don't see how its not fair. lol Like say for instance a blitz takes the pull spell and uses it to pull you, you could just use push to pull him away and your partner could have the pull spell to pull you back to safety.

GonahtanuGepardi7 votes

This is something you often hear from casual players that don't fully understand how competitive games like league work. There is no point in adding more summoner spells. The reason is that players will always figure out what is best at the time and just use those, resulting in just having more unused spells. As an example, flash is clearly the best and is ALWAYS being used except for a very few exceptions like shaco. Another example is TP. When it's good, there is absolutely no point in taking anything else but it. And then there is an even better example of barrier vs heal. Heal is almost always better than barrier right now so you see it a lot more. However, if barrier ever gets better than heal, then you stop seeing heal and only see barrier anymore. They both basically do the same thing but heal is just overall better so it's the one being used right now. Same thing happened with exhaust and ignite. Ignite is stronger so it's being used and exhaust is nowhere to be seen. However, if exhaust becomes stronger than ignite, you won't see ignite anymore. So what is the point in having more spells when it actually doesn't increase the amount of spells being used. It would just possibly change what spells are good at the time but the amount of spells used would still remain the same.

mvmlego2 votes

Agreed. The key would be to find a truly unique function for the new summoner spells. For example, as somebody else has mentioned, an item which buffs nearby turrets for a few seconds wouldn't just be a better or worse version of an existing spell, and would definitely feel helpful in some cases.

mvmlego2 votes

Wow. I had no idea that actually used to be a thing. I hate the idea of it being global, and dislike the idea of it being usable while dead, but I think the core mechanic is great.

rastarogue4 votes

The idea sounds cool, but what it turns into (and really most tower interactions) is that it was either overpowered and you'd get teams full stacking fortify which sucked to play into, or it was underpowered and no one took it.

It seemed to end up stalling games out and simply making it longer to end, without having a noticeable effect in really helping a team that was behind, which is part of why it was removed.

mvmlego1 votes

I still think there must be some way or another to balance it. For one thing, don't let it be activated by someone wherever they are, whenever they want. For another, perhaps they could add an explicit diminishing returns effect like they have for Heal, so that boosts would only last half as long on towers that have been Fortified in the last couple of minutes.

zlajo2 votes

THey removed it because it made tower bunkering possible and prevented tower diving. While it might have been balanced, it would gimp the game by reducing the fun plays you could make towerdiving and it would prolong games by making bunkering possible by itself.

Similar thing with the summoner spell that gave vision. It didn't fit in Riots new plan for vision, and it made early ambushes less likely. The ward thing makes you tradeoff, but it also isn't usable in the early game.

zlajo2 votes

The amount of spells used will probably always stay the same, 2 for every summoner.

But i disagree with you on some of your views. Heal vs Barier. Barier has a higher base value ( but not permanentlike heal), and a lower cd ( 3 minutes oposed to 4 minutes). Heal is better in a duo lane where heal outperforms it because it doubles it's value there. Thats why heal is used in bot and barier on mid. Both have different uses and both are used.

If currently Tp, FLash, ignite, heal, (barier, exhaust and ghost aswell but less) all are being used, that means that these 4 are balanced out. If we can balance 4 spells, then we can balance 10, or more. All u need is some imagination and a lot of balancing. But if we followed your logic, we would have 2 spells locked in, with no choice.

GonahtanuGepardi1 votes

Those summoners aren't really balanced out though. Flash is always taken so it can't be called balanced compared to other summoners and ignite is always taken as well unless your champion can't make good use of it and then it's replaced by either TP or heal or barrier. It would also always be heal but in the mid lane barrier tends to be better only because there is very often an ignite user against you which is strong against heal. If you know there is a barrier or heal user against you in mid and you aren't an ignite user yourself, you take heal instead of barrier because it's simply so much better.

What people like you don't understand is that over all these years that league has existed there have probably been thousands of suggestions for new summoner spells and Riot has probably spent a lot of time thinking about new spells too but none of them have been viable options because they are either too strong or too weak. It's not like no one has spent time thinking about them. So yeah, if you can come up with a balanced summoner spell idea then by all means, tell us. It's just not likely at all that you have one.

zlajo1 votes

I have to disagree with you on some points. With flash i agree, Flash is superior, and sadly they won't fix it any time soon. THe game is made around mobility too much ( which is a negative aspect of the game, it wasn't that dominatnt in season 1/2 whenn i played). Removing flash would mean redesining the game.

Barrier is not only better because of enemy ignite. that is a narrow minded view. WIth higher numbers, and often no ally to double the value of heal, there is no reason to take heal over barrier, with its 3 min cd over a 4 min cd, weaker version. The ignite part is just an extra. I'm perplexed at your last sentence about heal. Why cant you crunch the numbers and understand why barrier is better in any solo lane.

On your second part..... People like me do understand that there are many suggestions and tries, i've playe from season 1 and seen them all. What people like you don't understand, that a lack of trying is holding progress back. You need to try, fail, try again and fail again, untill once you get it right and actually improve the existing version. Riot tried before, and they should do so again. We are asking them to do so, even if we know they might fail. This seasons they didn't try.

People like you, who think that everything that you think of is already thought of and that it failed and that it never could succeedd are the people that never will contribute to progress in the world. People like the OP are the people that will fall, will be laughed at, and at some point some of them will improve games, society, technologies or something else. Because they are never trully satisfied and are always looking for more.

I could invent a balanced summoner spell, but the fact that I'm not getting paid for it, and that statistically there is a really low chance that Riot will see it or consider trying it even if i did it for free discourages me. Once i was eager on the forums, doing just that. Now, learned from experience, I refrain from wasting too much time. I just drop in to give some suggestions, advice. If they don't take it, too bad, my life goes on.

(If they hired me on the other hand, you would see a change with summoner spells by next preseason. Im bold enough t say that even flash would get a valid competitor)

GonahtanuGepardi1 votes

With flash i agree, Flash is superior, and sadly they won't fix it any time soon.

Because in all honesty, they can't fix it. The only "fix" would be to remove it but that's not something they can do. Flash is either strong enough to be used by everyone every game or it's so bad that no one is using it. There is no middle ground for it.

So, the only solution would be to create another summoner spell that is on the same scale of power as flash but we all know that would break the game entirely and thus a summoner like that can't be created. So we are stuck in this situation and in all honesty, it's not a bad thing.

Barrier is not only better because of enemy ignite. that is a narrow minded view. WIth higher numbers, and often no ally to double the value of heal, there is no reason to take heal over barrier, with its 3 min cd over a 4 min cd, weaker version. The ignite part is just an extra. I'm perplexed at your last sentence about heal. Why cant you crunch the numbers and understand why barrier is better in any solo lane.

This is ironic because you are being narrow-minded here. You are basing your argument purely on numbers instead of how the summoners are actually being used in the game and what they can be used for. I didn't explain it fully why heal is better than barrier because it wasn't the main point and i didn't want to put in the effort but ignite is definitely one major reason why barrier is used in the mid lane and not heal.

Let's break it down a bit.

Heal: 90-345 hp Barrier: 115-455 hp

Heal grants permanent health to up to 2 targets while barrier grants temporary health to one target. This naturally means that if you aren't alone, heal always gives more value than barrier. This is also why heal is always better than barrier after laning phase.

So what can barrier be used for? Due to it's 2 second duration, it is only good for blocking burst damage. Its pros are slightly shorter cd than heal and it's unaffected by grievous wounds debuff which means it will always have it's maximum strength value. Its cons are it's entirely reactionary spell with only one use and only good against burst damage. Dots and consistent damage are very effective against it because it wears out before all the damage has been done. It can easily be wasted without getting full use of its temporary health and if there is ever a time where you use a barrier and it wears out before being completely destroyed by the enemy's damage, heal was the better option due to it having other benefits than just damage mitigation on one player. Funnily enough, there are also plenty of situations where barrier isn't enough to save your life and in those situations, heal is also better due to it offering something to the allies as well instead of just you.

So now that we have explained what barrier can do (it's only strong against burst damage and in 1v1 against ignite users but gets more useless the later the game goes), we can explain what heal does.

Heal is only slightly weaker on a single target than barrier is when it comes to straight numbers but the fact that it's permanent health and not temporary like barrier's and that it affects one ally AND that it also gives 30% movement speed to both targets makes it a far superior summoner spell due to its versatility.

What did barrier do? block burst damage. What does heal do? it blocks all kinds of damage thanks to permanent health on 2 targets and it can also be used as a mini-ghost to help you run away from a threat or to catch an enemy or to get in range for that last attack to kill the fleeing enemy.

The cooldown isn't a big downside because while it is a con compared to barrier on paper, it isn't that in reality because you aren't using summoner spells whenever they come up from cooldown. So barrier might come back up earlier but you aren't using it immediately when it does 90+% of the time so it's not a big thing at all. So the only actual thing that barrier has is a higher single target value and not being affected by grievous wounds. That's it. It's far inferior to heal but due to the specific situation in the mid lane with all the ignites and assassins there, the barrier does become a better choice for laning but it does become worse than heal after it.

Btw, if there is a situation where you are low on health and the enemy uses ignite on you but nothing else, heal is a better choice there too because it mitigates more damage from ignite than a barrier does due to barrier wearing off after 2 seconds. Heal is also affected by health gain modifiers like spirit visage (only on the caster though). There is also the new mechanic on 2 champions (for now) that allows them to completely break any shields which would make barrier completely useless against those champions.

I'm just repeating myself at this point.

I might as well link what lolwiki said about heal vs barrier too

This summoner spell is considered by many to be vastly superior to Barrier for a number of reasons - the heal is permanent, affects two people instead of one, and gives a 30% speed boost to yourself and your ally. However, Barrier is not affected by Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).

https://leagueoflegends.fandom.com/wiki/Heal

Why cant you crunch the numbers and understand why barrier is better in any solo lane.

Because it isn't. It's only better in very specific circumstances (vs ignite and burst). Solo lane doesn't mean it's a 1v1 lane either. Both mid and top are 2v2 lanes. Every high elo player knows that. The whole 1v1 lanes thing is a misconception a lot of low elo players have but it's just not a thing.

What people like you don't understand, that a lack of trying is holding progress back.

First of all, you can't say "people like you". You don't know me at all and I haven't said anything that would point toward me not understanding that. However, what YOU don't understand is the amount of effort already put into it. You are constantly assuming thing like they aren't putting in the work when they obviously have but without any usable results. While it would be cool to have more viable summoner spells, it can't go ahead of the fact that the current situation with summoners is completely fine. It can't endanger the balance between summoners that has been achieved. So is it better to risk losing that balance just to get more spells that will MOST LIKELY fail? In all honesty, it really isn't. While i am calling the summoners balanced, i don't mean perfect balance either. Things like exhaust could use tuning so why should they add more summoners when the old ones aren't balanced either? This is a much bigger concept than just adding a new champion btw, because i know there are people stupid enough out there to bring that argument in. "Why do they add new champions if the old ones aren't perfectly balanced then?". Because one champion doesn't affect the game as much as one summoner spell. Add a new champion and you can ban it and nerf it. Add a new summoner spell and the entire meta and game changes and you can't do anything about it as a player.

People like you, who think that everything that you think of is already thought of and that it failed and that it never could succeedd are the people that never will contribute to progress in the world.

Another assumption. There is a major difference between being satisfied on what you got and knowing when to stop. The summoner spells have been explored so much already that it's simply not worth putting resources into. I mean the innovation part, not the balancing part.

People like the OP are the people that will fall, will be laughed at, and at some point some of them will improve games, society, technologies or something else. Because they are never trully satisfied and are always looking for more.

In reality though, those people are the ones RUINING things. Changing stuff that didn't need to be changed and they change them for the worse because they do not understand what they are doing. This has happened to MANY games before and other stuff in the world. It's the VERY small minority that actually furthers things. Most of those people "like OP" never become anything and their failures never turn to success, at least not when it still matters. That's especially true in games. The games often go to shit, they lose players to the point of no return and then they improve stuff but it's already too late. Was that experimentation worth it? Definitely not.

I could invent a balanced summoner spell, but the fact that I'm not getting paid for it, and that statistically there is a really low chance that Riot will see it or consider trying it even if i did it for free discourages me.

To be fair though, the lowest probability in that mix is actually the probability of you succeeding in creating a balanced and viable summoner spell that doesn't change the game too much.

If they hired me on the other hand, you would see a change with summoner spells by next preseason. Im bold enough t say that even flash would get a valid competitor

Not to be mean but i would be bold enough to bet against of that happening. They can always be changed but the effect on the game from changing them is so severe that they most likely wouldn't let you go through with the changes. I'm always open for new ideas for summoner spells but i am being realistic about their effect on the game and i will shoot them down if they look like they are going to cause issues.

I'm gonna need a nap after writing this wall of text. Dunno what made me write all this.

zlajo1 votes

About the summoner spells, if you are skilled enough ( moderatly is enough) you will use barier to full potential. And that moderatly is basicaly high gold and higher. If you are lower then that, then yea, i suggest going heal, "because its permanent". The hp that you save with barier is also permanent :)

As league has become more and more dmg oriented, the skill requirement to see it coming is dropping by the season.

Also top and mid are not 2v2's but 2v1's in high elo. THat's called planning and vision. Usually u gank a lane when u see the enemy jungler being somewhere else. If a 2v2 happens on top and mid then that's an unwanted situation for a gank. You are mentioning high Elo, but u are calling low elo situations ( or high elo mistakes) as a permanent state . Not sure where your "high elo" starts.

And the team fight phase argument also falls in the water. If we watch late game, exhaust would be the best spell in terms of dmg reduction. It's all about winning the early game/lanning phase with heal and barier, and using that dominance to win/end the game.

Quote: "First of all, you can't say "people like you". You don't know me at all"

Quote from your post before that: "What people like you don't understand is "

It's ironic, hipocritical, and a bit funny XD I basically used that phrase on purpose because you used it first, and you didn't even get that. Maybe the same problem lies in understanding the summoner spells situation.

Let's quickly look at the other thing :

GonahtanuGepardi Quoted:

"There is a major difference between being satisfied on what you got and knowing when to stop. The summoner spells have been explored so much already that it's simply not worth putting resources into. I mean the innovation part, not the balancing part."

"To be fair though, the lowest probability in that mix is actually the probability of you succeeding in creating a balanced and viable summoner spell that doesn't change the game too much."

"Not to be mean but i would be bold enough to bet against of that happening."

Quoting myself:

"People like you, who think that everything that you think of is already thought of and that it failed and that it never could succeedd are the people that never will contribute to progress in the world."

I dont want to be mean either, but you are unconsciously proving everything that I saw in your post and what i wrote afterwards. Unless you change your attitude drastically, you wont be a constructive person, in this discussion, boards, this game, nor in your RL surrounding.

I don't think furthering this discussion will bear any fruit. Thx for the long post, that's the only reason i wanted to return the effort. Hope you see the things i wanted to point out. Everyone can change. GL

Ps. I'm having trouble with the quote option, so i did it this way.

GonahtanuGepardi1 votes

I explained to you how things are. You chose to be in denial and disrespect a player who is better at the game and obviously has more game knowledge. I find no reason to continue talking to you. Have a good day.

LightningShado6 votes

[{quoted}](name=JL KS,realm=NA,application-id=A8FQeEA8,discussion-id=3oRBLNEz,comment-id=,timestamp=2019-12-27T03:56:01.757+0000)

I would love to see that number go way up! Coming out with new spells on a monthly basis at least. I mean, Really! give each individual player their own unique play style not just with runes, but also with spell. I could imagine a league of legends that had close to 100 different spells and be absolutely fine with that. And hell, why release one at a time? Go all out! Release 10 at a time! Give us some new terrain to stand on. Do some fortnite type shit, Force us to relearn the game, like... I just don't want league of legends creativity to die and become stagnant, stuck in the old ways, and stay being afraid to step into the new era simply because things didn't work out in the past. Or because some players would prefer nothing at all changed because they don't like change and like what they are used to, that's not being innovative.

People would absolutely hate this. Heck, people even hate preseason which is the time to make big changes like what you're saying. If something like preseason happened every month, that would be too much for people. Most people only play League of Legends in their free time. Large changes would push a lot of people away. They don't want to relearn the game every month. Part of League's popularity is it's broad appeal. Once you learn it and figure out the meta, then you can just chill and play the game at your leisure. So sorry to tell you, what you're saying is not a good idea. It may be your perfect idea of League to have more summoner spells than champions, but for most people, it's not. Riot has to gauge what the majority of players want or don't want because it's alright if a little bit of the playerbase leaves, but what you want wouldn't land with the majority, so it's never going to happen. Sorry.

If Riot released a modding tool for League, than you could make your dream become a reality but they're never gonna do it on live servers.

JL KS1 votes

[deleted]

LightningShado6 votes

[{quoted}](name=JL KS,realm=NA,application-id=A8FQeEA8,discussion-id=3oRBLNEz,comment-id=00080000,timestamp=2019-12-27T06:53:26.570+0000)

Why not just speak for yourself? instead of implying that your own personal opinion so how others feel? because that it what you are doing just try to seem like your opinion is the majority. You are talking like your opinion on this matter is a fact. lol Its comical.

Wow. You seem like a very animated individual. I said that this is what most people think because it is. The people on this forum are the minority of the League of Legends community. If you want to get a better sample size, I recommend posting the same suggestion on the League of Legends subreddit, tweeting a rioter, or asking the people in your friend's list what they think. Heck, I could be wrong, but first you have to prove it. I'm not going to change my mind until you can give me concrete evidence that a large number of the League of Legends playerbase wants more summoner spells. I've already posted Riot's response to your suggestion elsewhere on this post, but I will link it again.

Here it is: https://nexus.leagueoflegends.com/en-us/2017/05/ask-riot-new-summoner-spells/

Here is another board post that was posted in the past with the same suggestion: https://boards.na.leagueoflegends.com/en/c/gameplay-balance/uuGvf1h5-more-summoner-spells

JL KS1 votes

[deleted]

LightningShado5 votes

[{quoted}](name=JL KS,realm=NA,application-id=A8FQeEA8,discussion-id=3oRBLNEz,comment-id=0008000000000000,timestamp=2019-12-27T09:05:29.285+0000)

No guy let other people speak for themselves, subreddit is full of trolls that make it there daily goal to go on posts to be toxic. Why you linking me dumb shit? If you are going to come on to someones board with negativity talking about what other people want to make it fit your opinion. Like really get lost guy, tf?

Did you even look at what I linked? One of them is an official statement from a rioter about why they haven't added and most likely won't add any more summoner spells to the game. That's enough proof that what you're suggesting will most likely never happen. And then you go and say that what I'm saying is just not true when you don't want to research to find out?

The subreddit is not 'full of trolls' as you say. There are just many more people and they actually say what they think. If they think your idea is trash, then they'll definitely say it. So what you say are 'trolls' are just people that actually reasonably look at what you're saying without fear of getting shouted down like everyone on the 'wrong' side is on here. So please, prove that a majority of the playerbase wants more summoner spells.

Hay5eed5 votes

Summoner idea: Plague - Lower targets champions attack speed and cooldown for 4 seconds

Elohaven5 votes

You mean increase cooldowns...

Hay5eed1 votes

{quoted}

You mean increase cooldowns...

Specifically reduce their CDR, yes.

GonahtanuGepardi1 votes

That doesn't fix the main problem. If that summoner spell would be strong enough, it would just replace summoners like ignite and the amount of different summoner spells being used would remain the same and if it's not strong enough, it would just become another summoner spell that would never be used. This is why there is literally no point in adding more summoner spells.

Hay5eed1 votes

{quoted}

That doesn't fix the main problem. If that summoner spell would be strong enough, it would just replace summoners like ignite and the amount of different summoner spells being used would remain the same and if it's not strong enough, it would just become another summoner spell that would never be used. This is why there is literally no point in adding more summoner spells.

What if I told you that I don't get paid to fix all of League's problems and that this was just an off the cuff idea that I wanted to share that, while not entirely fixing the problem, helps create a discussion on what new summoner spells should and shouldn't do?

The goal of new summoner spells SHOULDN'T be to create new tools that EVERY one can use, because if we do that then it will fall into that broken or useless status. It should be creating summoner spells that only some champions use, or some roles, or even some matchups.

Are you playing Bard support? Is your ADC Caitlyn? Does the enemy have Vayne ? Then maybe this summoner spell is right for you.

Exhaust doesn't do much to peel these days with dashes so excessive, and you are going to apply plenty of slows to the enemy with your autos and Q. This summoner spell is great against targets who favor attack speed + on-hit builds over attack damage + critical chance

The Dreamwalker5 votes

I wish they would add a spell to buff a targeted tower for a couple of seconds. Like, it would become extra tough and have crazy attack speed. I think it would be a fun support spell possibly.

mvmlego2 votes

As somebody else pointed out to me: https://leagueoflegends.fandom.com/wiki/Fortify

I imagine it could have been balanced if they didn't make it global and usable while dead.

ModThe Djinn4 votes

...but haven't put out new spells.

They've actually tried a few over the years. Barrier, Mark/Dash, Fortify, Promote, Surge, etc. were all spells that were either added or used to exist and were removed because they didn't offer good gameplay.

The reason we don't see many Summoner Spells added is because they have an outsized impact on champion and gameplay balance, as they're accessible to everyone and typically command a higher balance point than most other opt-in systems. If you're not careful, they also let champions opt into strengths their kits are not intended to have (or might get oppressive), which is my concern with Summoner Spells that offer hard crowd control such as Push and Pull.

If they did decide to add more at any point I would rather see them take it slowly and carefully to ensure the new additions are good for game health and have a reasonable balance point. We don't want another Flash.

JL KS2 votes

Ok, so me personally I wanted to see new spells in the game, I see now that I'm out numbered and alone so maybe you guys are right. Blame it on my imagination, sorry.

ModThe Djinn2 votes

[{quoted}](name=JL KS,realm=NA,application-id=A8FQeEA8,discussion-id=3oRBLNEz,comment-id=00100000,timestamp=2019-12-29T02:19:51.644+0000)

Ok, so me personally I wanted to see new spells in the game, I see now that I'm out numbered and alone so maybe you guys are right. Blame it on my imagination, sorry.

Eh? That seems an overreaction to me. I'm personally all for exploring new Summoner Spells, but I think that for gameplay health you need to keep the number low and carefully consider them before adding them. We all have imagination (or those of us who do design as a hobby, at least) -- I've looked into Summoner Spell design space dozens of times and with some really crazy directions (such as completely passive Summoner Spells, for example). It's a fun place to explore.

I was more explaining why we haven't seen them, and that there's a big risk to adding tons of new spells, or to not carefully considering the impacts of ones you might wish to add.

JL KS2 votes

Ok, ya you are right man, im just not used to this many peoples opinions coming in at once and then the guy with the herald thing on his name pops up, im like oh shit. I just need to get better at dealing with people who oppose my ideas more gracefully I guess. My post seem to attract a lot of controversy and attention for some reason. my bad...

ModThe Djinn2 votes

[{quoted}](name=JL KS,realm=NA,application-id=A8FQeEA8,discussion-id=3oRBLNEz,comment-id=0010000000000000,timestamp=2019-12-29T16:16:24.548+0000)My post seem to attract a lot of controversy and attention for some reason. my bad...

I have some thoughts on this if you're interested as well, coming from over a decade of homebrew game design and critique. There's a few things that I think may be part of why you get controversy.

JL KS2 votes

Ok sure im listening

Blue Moon Wolf3 votes

I had an idea of a passive Summoner spell before. no actual idea tied to it but something where instead of a boost from pressing a button, it gave you a boost if certain requirements are met or something. Though at this point that's pretty much just keystones I guess .-.

Freewalker3 votes

I do think that summoner 21 and summoner 1 are never used. About two years ago I remember in a thread someone commented about merging barrier and cleanse together to make them both relevant. In fact, I went ahead and edited their icons together.

https://66.media.tumblr.com/6374b6dd9872d592a94eb95f3d945f14/9505cc3d58e86992-f9/s75x75_c1/eb243890487d1b0ca2e9b5cd3f36895eb3694471.png https://66.media.tumblr.com/d787182c0377021184b73d0ebad4dac9/9505cc3d58e86992-1b/s75x75_c1/0e6003dd177c2d3ee616e20a77e2292914e4f2ee.png We can call it Purify? Not sure if the numbers would be the same, but merging the functions could be better?

zlajo1 votes

This would be an cool options. I've always thought to see if these spells needed buffs to compete with others, but combining them is a great idea

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