Should Riot Make This Viable Summoner Spell?

Yes 9 50.00%
NO! 9 50.00%
Voters: 18. You may not vote on this poll

New Support Spell

12
Comment below rating threshold, click here to show it.

LightKerosene

This user has referred a friend to League of Legends, click for more information

Senior Member

08-05-2012

Visionary-
180 Second Cooldown
Places a vision ward with 1100 sight range for 2 minutes.
Upgrade When this is on cooldown the caster gets 2.0 gold per 5.
400 cast range.

It is basically just the ability to place an upgraded vision ward.

Why it is fair?
it takes the place of a 525 gold item. as compared to Ghost which is roughly 1500gp worth (shurelya) flash which has 2150 gold worth (Blink Dagger Dota Reference) surge 1200 gp worth.

It is useful because it allows supports to have some variety in the way they build their champion.

IDK just a suggestion. I'm going to sleep but i wanted to throw it out there.


Comment below rating threshold, click here to show it.

Chill77

Senior Member

08-05-2012

A ward is already an incredibly powerful item. It can stop ganks, protect objectives, give awareness in jungle. Creating something like this could make it a must have on everyone. Take away the passive gp10, and then it might be not overpowered. The upgrade could just lower the cooldown or increase the amount of time the ward lasts.


Comment below rating threshold, click here to show it.

axesandspears

Senior Member

08-05-2012

WTF............................................... .................................................. ............................Something that replaces Clairvoyance completely and makes it useless?


Comment below rating threshold, click here to show it.

IronPrince

Junior Member

08-05-2012

This spell is waaaayy strong on its own without the added gold bonus. Imagine the whole team with it? No such this as fog of war anymore


Comment below rating threshold, click here to show it.

Kagami

Senior Member

08-05-2012

Quote:
Originally Posted by axesandspears View Post
WTF............................................... .................................................. ............................Something that replaces Clairvoyance completely and makes it useless?
It's just like ghost vs flash >_>(also CV is kinda of UP atm)


Comment below rating threshold, click here to show it.

axesandspears

Senior Member

08-05-2012

Quote:
Originally Posted by Kagami View Post
It's just like ghost vs flash >_>(also CV is kinda of UP atm)
No it is not. Ghost is actually better than flash in some cases, although this is more obvious when you are playing a tougher champion who can actually take hits in the first place than when you are playing a squishy who needs to dodge just about everything. Over the duration, Ghost adds about twice the maximum distance of flash over the duration on the slowest champions (300 movespeed) in the game without the mastery and over 1050 distance over the duration on the slowest champions in the game with the mastery.

A valid comparison to what you are suggesting would be more like the the current Ghost versus another version of Ghost that lasts for two thirds of its cooldown.

Ghost, Clairvoyance, Clarity, and several of the other spells that are not often used are actually fine right now. The most commonly used summoner spells are just more combat-oriented or have more of a direct "clutch-save" use, and a majority of players are very bad at evaluating pure utility in this game. Most players vastly underrate the impact of summoner spells like Clairvoyance and Clarity, and would never consider these abilities good unless their effects were absolutely broken.


Comment below rating threshold, click here to show it.

Fracture Eon

Senior Member

08-05-2012

Clairvoyance is a global spell. For clutch plays, global > free ward and some Gp10. This spell will not make Clairvoyance worthless. It will fill a different role. Do you want to be able to see any location on the map on-demand every ~60 seconds, or do you want a free ward and extra Gp10 for long-term vision of select areas? It's all down to what you think will be more important.


Comment below rating threshold, click here to show it.

axesandspears

Senior Member

08-05-2012

Quote:
Originally Posted by Fracture Eon View Post
Clairvoyance is a global spell. For clutch plays, global > free ward and some Gp10
The long-term effects of that free ward and gp10 are such that they make the clutch use of global Clairvoyance meaningless by comparison over a short duration.

The Op is basically suggesting a free ward that pays money towards an additional free ward every time it is used.

This is just broken, and it is another example of how clueless most LoL players actually are when it comes to understanding the impact of utility abilities.


Comment below rating threshold, click here to show it.

Kagami

Senior Member

08-05-2012

Quote:
Originally Posted by axesandspears View Post
No it is not. Ghost is actually better than flash in some cases, although this is more obvious when you are playing a tougher champion who can actually take hits in the first place than when you are playing a squishy who needs to dodge just about everything. Over the duration, Ghost adds about twice the maximum distance of flash over the duration on the slowest champions (300 movespeed) in the game without the mastery and over 1050 distance over the duration on the slowest champions in the game with the mastery.

A valid comparison to what you are suggesting would be more like the the current Ghost versus another version of Ghost that lasts for two thirds of its cooldown.

Ghost, Clairvoyance, Clarity, and several of the other spells that are not often used are actually fine right now. The most commonly used summoner spells are just more combat-oriented or have more of a direct "clutch-save" use, and a majority of players are very bad at evaluating pure utility in this game. Most players vastly underrate the impact of summoner spells like Clairvoyance and Clarity, and would never consider these abilities good unless their effects were absolutely broken.
Let's say the spell lost the gp10 on it, and was changed to 425 second (6 min CD with utility 21 pt) and a 1.5 min vision ward, would that still be too strong?

And on CV, when I spectate high elo(1900-2100 range) matches, the support has exhaust or rarely heal every match on both side, never CV, I mean that kinda of says CV is UP doesn't it?


Comment below rating threshold, click here to show it.

axesandspears

Senior Member

08-05-2012

Quote:
Originally Posted by Kagami View Post
Let's say the spell lost the gp10 on it, and was changed to 425 second (6 min CD with utility 21 pt) and a 1.5 min vision ward, would that still be too strong?
At that point no, but a summoner spell should be something other than a free item.

Quote:
Originally Posted by Kagami View Post
And on CV, when I spectate high elo(1900-2100 range) matches, the support has exhaust or rarely heal every match on both side, never CV, I mean that kinda of says CV is UP doesn't it?
Not really. Just that those players are more concerned with fights than map awareness where they don't have wards. Summoner spells that directly impact fights will always be used a lot more often than spells that don't, because many players are focused on actual fights and fear gimping themselves.

For one who knows how to deal with opponents using combat summoner spells, those spells that focus more on utility are great, but most people never get off that crutch, even at the pro level.

Personally, I am not concerned what the "pros" do on LoL because:
1. This is a team game where cooperation usually matters more than individual skill. A group with strong team-work can reach the pro level even without the individuals making the smartest decisions.
2. The skill cap for LoL is ridiculously low compared to most other games and the pro level is more likely to fluctuate. Which means that although the players who make pro are obviously there for a reason, they are not always using the best tactics/strategy/items at any given point.


12