Finally, a flash nerf

that_guy

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Trynda god tier now, I expect EZ to be one of the best AD carries after this, Kog and MF UP

Going into Season Two, we’d like to open up the playing field for a greater variety of summoner spell choices. With this objective in mind, we’re going to retouch the existing summoner spells to shake up the classic compositions, and to help them better support the strategy of a given team composition.

Here are a few changes that you can expect to see coming up in Season Two.

Harder, Better, Faster, Stronger!

Most of the classic summoner spells that you’re used to seeing will still be there for you to use heading into Season Two. Many of them will be getting retuned, however, to better suit the more aggressive gameplay that we want to promote in the new competitive season.

Most notably, Flash and Clairvoyance – largely considered the two most powerful summoner spells – will each be coming down a notch going into Season Two. Flash will now have both reduced range and an increased cooldown to make summoners feel less obligated to select it. Clairvoyance will also be receiving an increased cooldown and reduced duration to make it require more tactical use and be less punishing to junglers.

Heal and Cleanse, on the other hand, will each be receiving buffs to make them more attractive selections. Heal will now scale much more strongly into late game, while Cleanse will now remove summoner spell effects such as Ignite and Exhaust.

Out with the Old!

In addition to these changes, there were a couple of older summoner spells that didn’t really fit into how the game has developed since release. We opted to remove these less utilized summoner spells and replace them with some new options. In particular, we’ll be bidding farewell to both the Fortify spell and the Rally spell.

Rally suffers from a few unique disadvantages that are not symptomatic of the other summoner spells. Not only is it a stationary effect in a game that favors high-mobility play, but it can be quickly focus-fired and destroyed by an enemy team with good combat awareness. As a result, the Rally spell has seen little usage, and won’t be making a comeback in Season Two.

As for Fortify, one of the goals of our design changes going into the new competitive season is to continue to encourage aggressive, exciting gameplay. Having a summoner spell that promotes stagnant play by completely shutting down pushes, while also being unpopular, doesn’t mesh with our Season Two goals. We’ll be replacing this relic with a spell we think has a stronger place in the game.

And in with the New!

To fill the void left by the removal of these two spells, we’ll be supplementing the remaining complement of summoner spells with some new choices. This includes the return of the Promote summoner spell and the introduction of the new “Surge” (name not yet final) spell.

“Surge” is a brand new summoner spell that will imbue your champion with a powerful aura, boosting the combat effectiveness of both you and your allies. This new spell will fill the same niche that Rally was intended to occupy without suffering from all the adverse caveats that come with being linked to a stationary object.

Additionally, rather than promote stagnant gameplay through the Fortify spell, we’ve retooled the Promote spell for use on Summoner’s Rift. Like its Dominion equivalent this spell will provide a single minion with a significant buff to its Range, Health, Armor, and Magic Resistance stats. Unlike the incarnation of Promote that was present in the League of Legends Beta, however, this new spell can only be cast on a cannon minion, preventing a group of players from spamming it to aggressively push a single lane.

Spell it out for me!

Ultimately, these new summoner spells will help encourage more aggressive and exciting gameplay in the new season. Additionally, the spells will help to promote more varied team strategies in order to open up the playing field for unexpected new styles of play. We hope that these changes will make for a generation of new and interesting gameplay as we head into Season Two!
 
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Dang. I avoided using flash for so long because Riot kept talking about how they didn't like it. Right as I finally start using it, they're working on it. Ah well; I do like these changes overall. Should definitely be interesting to play with. Side note, could you put the article in quote format? At first I thought you wrote a novel for the forums... lol
 
Yes me too. Anyways I really enjoyed reading that hopefully those new spells people actually use XD
 
Dang. I avoided using flash for so long because Riot kept talking about how they didn't like it. Right as I finally start using it, they're working on it. Ah well; I do like these changes overall. Should definitely be interesting to play with. Side note, could you put the article in quote format? At first I thought you wrote a novel for the forums... lol

Puhlese, it woulda been part of a series!
 
Nerfing flashes range. I bet you will still be able to flash over every wall in the game which is not a nerf imo.
 
Prepare for 10 cleanses in every match. Your exhausts will no longer hinder Olafs and Tryndameres, your Ignites will no longer gimp Mundo and Swain.
 
Heal is a joke. Get rid of the healing reduction then we'll talk. I mean it's going to hinder you. All those heals from your support, spellvamp and lifesteal from items.. Oh and the cooldown takes out the "clutch moment factor"

Then again, short cooldown would be dumb. I mean it probably isnt going to be worth the summoner spell slot. A ghost, flash, exhaust, new cleanse can save you. If they dont, heal isnt going to. Unless, a karthus is on the enemy team. Oh joy.

My two cents without thinking about it too mcuh
 
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Nerfing flashes range. I bet you will still be able to flash over every wall in the game which is not a nerf imo.

Well you can't flash over every wall, and it is so you won't be able to escape ganks by flashing into your tower vs escaping from team fights


Heal is a joke. Get rid of the healing reduction then we'll talk. I mean it's going to hinder you. All those heals from your support, spellvamp and lifesteal from items.. Oh and the cooldown takes out the "clutch moment factor"

Then again, short cooldown would be dumb. I mean it probably isnt going to be worth the summoner spell slot. A ghost, flash, exhaust, new cleanse can save you. If they dont, heal isnt going to. Unless, a karthus is on the enemy team. Oh joy.

My two cents without thinking about it too mcuh

Your support can only heal you for so much, have Soraka use ulti before you pop your heal, lifesteal and spellvamp won't keep you alive if the entire enemy team is coordinated with ignites and knows priorities
 
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Well you can't flash over every wall, and it is so you won't be able to escape ganks by flashing into your tower vs escaping from team fights




Your support can only heal you for so much, have Soraka use ulti before you pop your heal, lifesteal and spellvamp won't keep you alive if the entire enemy team is coordinated with ignites and knows priorities

Heal can only heal you so much as well. Im getting at the point that it isn't going to be worth a summoner spell compared to others. If they know what they're doing, heal isn't going to save you. You'll still get focused down if you are low enough to be forced to use heal.


ALSO, im surprised exhausted wasn't tweaked directly.
 
Heal can only heal you so much as well. Im getting at the point that it isn't going to be worth a summoner spell compared to others. If they know what they're doing, heal isn't going to save you. You'll still get focused down if you are low enough to be forced to use heal.


ALSO, im surprised exhausted wasn't tweaked directly.

You have a point, I think the only way of us knowing which is better than the other is to see the flash nerfs.
 
Heal is a joke. Get rid of the healing reduction then we'll talk. I mean it's going to hinder you. All those heals from your support, spellvamp and lifesteal from items.. Oh and the cooldown takes out the "clutch moment factor"

Then again, short cooldown would be dumb. I mean it probably isnt going to be worth the summoner spell slot. A ghost, flash, exhaust, new cleanse can save you. If they dont, heal isnt going to. Unless, a karthus is on the enemy team. Oh joy.

My two cents without thinking about it too mcuh

I'm convinced heal isn't as terrible as people think it is right now. It heals 500 health on your whole team at level 18. You can really make that work on certain team comps, and on supports like Soraka with long heal cooldowns the healing reduction shouldn't effect you. 500 heal on every teamfight can often neutralize an aoe ultimate, and probably decide close teamfights. If clairvoyance gets nerfed hard enough I can definitely see supports start to take heal.
 
As i've stated several times before, i'd trade both my summoners to be immune to exhaust and ignite. *looks at new cleanse* wheee
 

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