Quote:
Originally Posted by MajorUrsa
So how about a replacement?
"Magnetism (Summoner Spell) 180 Second CD:
Target champion is pulled to your location. Enemies are slowed by 25% and allies are healed for 120-600 depending on level. Range 700"
The idea is this is a dual purpose spell, that allows defensive and offensive uses, much like my other favorite dominion spell, garrison. Offensively it allows you to chase, or initiate on an opponent, at a reasonable range, while slowing them, but unlike exhaust, does not prevent them from dealing damage, making this a spell that is useful to tanky champions and not squishier carries. Defensively an ally gets caught out or CCd it allows you to stave off some of the damage and pull them out of the fire (Could also be used for trolling, and since you may not want it used on you, especially if youre baiting a gank or some other nonsense this part of the ability could become an issue.)
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I'll take the bait.
Pros:
-Very interesting summoner
-Creates new gameplay patterns. This shouldn't be overlooked. Even just offhand, I can think of all sorts of cool things you could do with this.
Cons:
-Would very likely shutout most other summoner spells along with revive and maybe Garrison
-Essentially allows any champion to destroy a squishy target by pulling them into your team with really only self counterplay (you can counter Magnetism by your own instance of it). Carry champs already are pretty miserable with the Assassin FOTM.
-Abuse cases and mistargetting on teammates
-Movement repositioning is probably the strongest CC in the game (blitz hook, Alistar headbutt, Nautilus grab). Allowing it willy-nilly to any teamcomp will probably do one of the following
a.) Light CC teams win out because they get free CC from a summoner
b.) stunlock teams become even more difficult to deal with.
c.) Champions like Olaf and Poppy get a nice buff. They run to whoever they want, and you can't pull them off. This already happens, but imagine if there were 4 more CCs for them to dodge... it increases the value of their ultimates by quite a lot.
-Completely remove flash as an option. This assumes revive is mandatory for now. If I get one summoner spell, why do I choose one with nearly twice the cooldown and slightly over half the range? If I get gapclosed, I counterplay with my summonerflash, I get my summoner completely nullfied by this SS, and furthermore, theirs will be back up for a free use, while I wait for mine.
-Potentially reduces the readability of teamfights. Anytime an important fight happens with summoners up, the ability to tell where you are and what is happening and strategically plan accordingly will fall tremendously. This problem would diminish with increasing skill, but the barrier to entry of the mode would increase significantly as well as the "wtf why did I die" moments.
As a whole, I think this summoner idea creates more problems than it solves (and I think most people probably assumed that anyways). I really just made this post as an exercise to see what ramifications something like this would create.