Summoner Spell: Intervene

Arakk01·6/13/2017, 12:05:24 AM·1 votes·306 views

(Note: This was originally posted in Gameplay to be read by its target audience as a legitimate piece of feedback about improving the game. It doesn't belong here, but someone got a twitchy 'remove content' finger in the Gameplay moderation section. Or maybe it was a robot- Riot does love those. Enjoy, while I go sulk because my hard work is rotting unseen amidst fan-fiction and impractical champion concepts.) Now that we have a dedicated framework for role-based items in the game- by which I mean support item quests- the obvious next step is a complimentary summoner spell to replace/provide an alternative to the near-mandatory 'exhaust support' meta. An option like this could open the support role to a wider audience of champions and, by extension, make it more enjoyable and playable for all roles. Enter Intervene, the evolving summoner spell.

The different machetes are an excellent example of items affecting summoner spells already- the spell Intervene was my answer to offering supports that same versatile type of tool, tying in with support items and quests. At its most basic level, Intervene does nothing and has a list of effects unlocked by buying items and/or completing support item quests. The effects I've considered include the following:

Intervene: 90s Cooldown 900 range -Ancient Coin Line: When you cast Intervene, you and your nearest ally gain 25/50/80 health/mana per 5 for 10 seconds, for a total of 50/100/160 health and mana over 10 seconds. (Increases with upgrades) --Ancient Coin Line Quest: You and target ally harmlessly knock back all nearby enemy units to 500 units away when you cast Intervene (like a tiny Janna ult). -Relic Shield Line: When you cast Intervene, you and your nearest ally gain 7/15/20% damage resistance, and you take 15/20/25% of damage directed toward them for 3.5 seconds. --Relic Shield Line Quest: You dash to your nearest or targeted ally when you cast Intervene, and the Relic Shield effect can now be targeted instead of automatically choosing the nearest ally. -Spellthief's Edge Line: Fires a slow-traveling bolt toward an area on the ground, placing a zone (200 units around) when it arrives that stuns everyone inside for .5/1/1.75s after a delay of 2 seconds, during which the zone is fully visible. --Spellthief's Edge Line Quest: You may reactivate the ability early to teleport to the bolt or the zone, dealing 30/50/90 damage in a 200-unit area around your departure and slowing all targets hit by 50% for 1s.

Intervene could also offer Junglers a situational replacement for Flash- for example: -Hunter's Machete/Talisman or Upgrades: Dash to a neutral monster or minion and deal (70% of smite damage) to it. At the 90s cooldown and 900 range of Intervene, there are situations in which it outshines flash- like a gank where the enemy is pushed up, or clearing the jungle, or invading. What it doesn't offer is a consistent retreat to safety- since you need vision of a monster or minion to use it.

1 Comments

ModThe Djinn6/13/2017, 2:13:12 AM1 votes

{quoted}[Note: This was originally posted in Gameplay to be read by its target audience as a legitimate piece of feedback about improving the game. It doesn't belong here, but someone got a twitchy "remove content" finger in the Gameplay moderation section. Or maybe it was a robot- Riot does love those. Enjoy, while I go sulk because my hard work is rotting unseen amidst fan-fiction and impractical champion concepts.]

Interesting and good threads in this forum do find traction -- the Kled Ward thread from just a week ago, for example, hit the main page. It might be a good idea to not start off by effectively insulting the entire board community here though.


As to the idea itself -- it's definitely super unique, which is interesting. One concern I have though is that it doesn't seem to meet the somewhat flexible Summoner Spell concept. Yeah, there are "meta" Summoner Spells, but this is a SUPER hard lock that says "this spell is ONLY useful to Supports." I think it's even worse in that regard than Smite (which I feel could benefit from adjustment), since at least a few laners can actually take Smite for some gimmicky lanes, and multiple Smites at least gives you amazing objective control.

It's a tough sell to propose a very complex, shifting Summoner Spell and simultaneously pin it ONLY as a Support-functional spell, in my opinion.