FeralPony and Roku Discuss Preseason Changes

First Riot Post
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TheDevineWaffull

Junior Member

11-18-2012

there are plenty of times when u know when to use surge... just play yi, R,E, Surge, Ghost


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Lord Cruelty

Junior Member

11-18-2012

O_O wow


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Mantarz420

Member

11-18-2012

Quote:
Originally Posted by Roku View Post
Yes - we do admit that they didn't work well.

Promote was OK for its intended use - but we feel like as a strategic choice it is better fit on an item. This allows us to control the effect in many different ways than a Summoner Spell does (who buys it, when it becomes available in a game, and how much cost you're paying for the effect).

As for Surge - we definitely missed the mark. Originally Surge was envisioned as a team oriented spell, something similar to old Rally. After a few iterations it had to be toned down, but we didn't want to make the user feel worse for taking it. As it stands now, it does come down to which spell is going to give you more damage - Ignite or Surge. In an overwhelming majority of cases, Ignite will actually give you more mileage even if Surge sounds better. This becomes especially true later in the game as Ignite ignores armor / magic resist. Surge was fun to cast, and had good synergy with a particular couple champions - but a majority of the time it was actually a trap. There were some fun aspects of it - turret pushing, clever edge case uses, and getting bigger, but it overall was a false choice.
surge was my secret weapon top. i am one person who will be sad to see it go. it was never a false choice, not for me. And promote on nunu as support bot was op as hell.


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Mantarz420

Member

11-18-2012

Quote:
Originally Posted by NakedGranny View Post
in all seriousness, Ignite should be removed in favor of Surge...

put the anti-healing effect on an item, have less True Damage floating around in the game would be a very very good thing in the long run. Ignite is far far too much of a "must pick", you can't deny that.

do ****ing SOMETHING to give us back our Summoner Spells because ANY ****ing choice besides Flash + Ignite is a "trap option", you know.

^^^^^^^^^^^^^^^^^^^^^^
all of this
there are no options. you are expected to run them if you dont want flak from your team and if you want to compete on the same level.


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Lastear

Member

11-18-2012

Slightly offtopic, but will we be getting a queue for Proving Grounds?


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BritishBob

Junior Member

11-18-2012

I have to admit, I use surge on poppy in dominion. It's awesome in Dominion. AD poppy+surge=carnage. TBH I only use it on those tough to break champs like Yi. But its a killer.


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Midnight Brony

Recruiter

11-18-2012

Wait, what? You're taking out surge!? But...but why!? That spell is so mean on toons like Hecarim and Luna-er Diana! ...just another change to get used to again...why can't ignite just get taken out instead, damn cheap DoT move...

as an off note, you say you want to give us more options in summoner spells, but all you're really doing is shoving Ignite in our faces, making it one of the only choices. Why can't surge stay and go through with the idea of changing promote to an item? Surge has a strong niche for the toons it works with, and it's going to cripple quite a few to not have it. Ignite just isn't the same, and WILL NOT fill the void left by it.


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youll die

Junior Member

11-18-2012

sounds mad
cant wait to play some of the new lol


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Mr Fáhrenheit

Member

11-19-2012

Sounds gr8, can hardly wait for S3!!!!


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Alake

Member

11-19-2012

Quote:
Originally Posted by Roku View Post
Hey summoners,

I’m Roku, Game QA Analyst at Riot Games, and I’m here today to fill you in on some of the upcoming summoner spell changes we have planned this preseason. Overall, we want to offer you more viable summoner spells, so that you have plenty of options to tailor your selections to suit your individual playstyle and strategic needs. We hope to accomplish this by equalizing power levels and solidifying unique roles for each spell choice.

For starters, we plan to make Barrier available across all maps rather than just the Proving Grounds. To ensure it’s balanced it we’ll be increasing its cooldown and reducing its duration. Barrier will require faster reaction time in its new form, but will remain the go-to defensive option against burst damage. To reinforce this change, we’re also reducing the overall effect of Heal, but modifying it to heal allies for the same amount as it heals the caster. This will solidify Heal into a support role, while making it less useful for baiting opponents.

Next, we’re making some subtle tweaks to many of the summoner spells. Flash and Ignite will each have their cooldowns increased slightly in order to bring them more in line with other spells. Clarity, Clairvoyance, and Exhaust are set for small changes that will make them more visible during gameplay and emphasize their specific roles.

Finally, we’ll be removing both Promote and Surge. We’re creating an item with an effect like Promote since it makes sense as a strategic option, and having it as a buy-in strategy means we’ll be able to better balance the effect in relation to its gold cost. Surge is being removed because it isn’t always clear when to use it or which champions benefit from it. In the end, Surge is a competing spell in a niche we’d like Ignite to fill.

In the preseason we want summoner spells to be another way to customize your champion to suit your playstyle instead of being dominated by a few, extremely strong choices. We’re confident that these modifications will free you up to experiment with different combinations and tailored to your favorite champions.
You say that you are going to make changes to moves like clarity, clairvoyance, and exhaust- when you are making chance to clairvoyance are you going to make it so it actually has a helpful use to the support/ person that has it or?

Exhaust: it is already viable in-game so anything that you do to it will probably make it overpowered which would not be good... if it is to set out different affects it would be a good idea, (different affects being taking down a little of all of there abilities.)

Clarity: why are you changing this spell, many people use it for the instant mana, if you are going to add a ap bonus to this spell it would be a good idea though because many more people would use it in place of surge because it will give mana and make you hit harder..