November 5th, 2011, 18:16
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I think the main thing is it will help push a lane for you. So you barely clear a wave and just promote up one of your guys and now the other team will have a self-pushing line. Also, while pushing a turret, it can tank a lot of the turret shots for you while you wail on the turret. Overall it just sounds like a way to really help bring back incentives and methods of pushing.
Obviously we'll know more later.
November 5th, 2011, 21:16
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spellman Wrote:I think the main thing is it will help push a lane for you. So you barely clear a wave and just promote up one of your guys and now the other team will have a self-pushing line. Also, while pushing a turret, it can tank a lot of the turret shots for you while you wail on the turret. Overall it just sounds like a way to really help bring back incentives and methods of pushing.
Obviously we'll know more later.
There's so many champions that can push a lane extremely eaisly. Summoners are all about giving you that extra unexpected edge in a fight. Pushing a lane is not one of them, and if it was, it'd have to be something that Riot couldn't put in the game (ie a minion that'd hold aggro for you) imo.
November 5th, 2011, 21:49
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Promote is the Protective trait of LoL. Instead of thinking about what it does, think about what you have to give up (Financial = Flash) instead.
November 6th, 2011, 00:30
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What if you took it on a support?
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November 6th, 2011, 01:38
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antisocialmunky Wrote:What if you took it on a support?
Speaking of supports and Riot hating them, it seems like they're creating/buffing two teamfight summoner spells in new heal + surge which may replace newly nerfed clairvoyance + flash on support champs.
I know I'm a bad player, and I know Riot did create LoL which has given me a lot of enjoyment, but I really hate the direction they seem to be obsessed with pushing the game towards. Nerfing clairvoyance just seems bizarre to me. How dare players worry about positioning and map awareness!
Prediction which I hope remains a silly joke: removing those pesky pro+passive pro+camping turrets from the game
November 6th, 2011, 02:26
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Sullla Wrote:Promote is the Protective trait of LoL. Instead of thinking about what it does, think about what you have to give up (Financial = Flash) instead.
Then again, maybe the problem is that the financial trait is overpowered ?
What I personally don't like about the situation right now is that it is basically mandatory to have Flash on your Champion and if you play a support you need to take Clairvoyance as well.
I am glad they are hitting those two, so that picking your Summoner Spells becomes more of a real choice rather than a no-brainer.
November 6th, 2011, 08:24
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I wouldn't mind there being some kind of limit on how many flashes a team can take, flash allows some nice plays to take place but every champ in the game shouldn't be able to get themselves in a terrible position, then magically disappear over the wall
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November 6th, 2011, 09:10
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What's so bad about Flash? Yes, it's mandatory on nearly every champion. Yes, all pro teams run 5 Flashes. And... so what? Flash is a cool summoner spell. It makes for exciting plays. Pretty much all of the most interesting actions in the game revolve around the use of Flash. Furthermore, Flash has been the dominant summoner spell for well over a year now, and champion balance + game balance have been designed to revolve around Flash. It's simply part of the game at this point, in the same way that red/blue buffs and caster minions are part of the game. Tinkering around with something so fundamental to the game's balance is extremely dangerous. I would support this move if it were taking place during LoL's beta, or during the first few months of the game's release. Trying to change Flash now, when the game is in a mature state, feels like a very shaky idea. The gameplay is in pretty good shape at the moment, and there's a high probability that it's going to be thrown into total chaos if these changes go through. Just make the cooldown on Flash longer, so that using it carries a real penalty when it's on cooldown. No need to rebalance the whole game, and go back to that horrible Cleanse/Ghost metagame from 18 months ago that everyone hated.
I don't think I even need to explain why nerfing Clairvoyance is stupid and unnecessary. Screw you Riot, and your endless hatred of support players.
November 6th, 2011, 09:16
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What about just giving everyone Flash by default and leaving your summoner slots free?
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
November 6th, 2011, 09:34
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Because, while it is a necessary part of gameplay and balance, using flash is still a choice over other summoners. If you gave everyone flash, I would expect most people to pick exhaust/ignite/teleport as their summoners, since they have no reason not to with a free flash. For example, many people who play the "built-in flash" champions (Shaco, Kassadin, Leblanc, Ezreal, Corki, Trist are all good examples) chose to skip flash in favor of more killing power. I don't personally do this, but I understand why it's easier to do, since they have a free flash. Still, a "double flash" in this situation is incredibly powerful for both escapes and initiations, but it's a choice over more killing potential/sustainability of other summoners.
If you played DoTA or HoN, they didn't have flash, but a blink dagger item that did a similar effect. However, using this item was a careful choice, since you had to give up an item slot that could be used for powerful killing items for an escape. Similarly, in LoL, choosing flash is important for the extra initiation/escape it gives, but it comes at a cost of less killing power in the form of ignite or exhaust or less sustain from teleport or other summoners.
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