
Summoner Spells have long been one of the hottest topics of debate, despite the fact that they rarely received significant changes. Back in the AoE and ranged harass meta days, Ghost/Cleanse or Flash/Cleanse was pretty much the gold standard. Flash still has its place these days, but Cleanse was one of few Summoner Spells to get significantly nerfed, to the point that I rarely see anyone take it today.
With the release of Season Two (nope, I don’t know when that will be), Riot will be making significant changes to the current Summoner Spell lineup.
Flash/Clairvoyance Nerfs & Heal/Cleanse Buffs
Here’s the word from Riot’s post today:
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.
Holy crap, a Flash nerf! I can’t believe it’s actually happening. Though the Flash nerf is long awaited for many players, I have to say, I think it’s actually the least exciting change on the docket. As long as Flash has a long enough range for players to jump over terrain, it’s still going to be a top pick, unless of course that cooldown nerf takes the CD up to something like 5 minutes.
I’m very happy to see a Clairvoyance nerf. I still maintain that jungling encourages passive laning, but jungling + clairvoyance encourages the mind-numbing farm-off we see in games today. I’ll wait to pass more judgement until I see some numbers on this one.
The buffs to Heal and Cleanse look interesting indeed. I couldn’t be happier about the return of Ignite-Cleansing. I think Ignite remains a highly toxic part of the game. Having an option to remove it will be fantastic. That said, the spell vamp situation could spiral quickly out of control without careful consideration from Riot. Certain champions (*AHEM* AKALI *AHEM*) already make devastating use of the spell vamp items available in game. If those same champions can now pack cleanse to avoid heal penalties, well, it’s going to be a scary Field of Justice out there.
I’ll be curious to see how the Heal buffs look. It could produce some sustain issues, but it might be nice to have that bait tool up my sleeve (keep it clean, perverts).
The Return of Promote
Also on the changelist for Season Two is the return of Promote to Summoner’s Rift. Promote is coming back in a form familiar to Dominion players. The spell will only work on cannon minions, so no promote stacking in one lane. That change is so simple I honestly can’t believe it took two years to get put back in the game. I’d like to think this could herald the return of push comps, but I’m honestly not sure if it will be enough.
The Demise of Rally/Fortify
Rally and Fortify are both going the way of the Dodo this season. Neither spell will be available for selection during Season Two. I’m not going to miss Rally a bit – let’s be honest, that spell sucked – but I do think Fortify could still have a place. If push comps do return, why not offer a way to protect and enhance the powers of turrets for a limited time.
Riot’s reasoning is this: “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.” Here’s the thing – Fortify does not promote stagnant gameplay. It just doesn’t. It’s an excellent bait tool and yes, it’s good for stopping pushes, which will be really nice if push comps return. Strategically timed Fortifies can be the saving grace of a team that needs to farm versus a fed opponent.
If anything, I’d say the fragility of turrets promotes stagnant gameplay. There are two reasons the last-hit meta has become so popular. First, pushing a lane gives the enemy jungler an opportunity to gank. We don’t like fed enemy junglers so we try not to push our lanes. Second, dying in the early game is too punishing. Towers are soft enough that one death, even before the five minute mark, often means the end of that lane. In my experience, early downed towers do nothing for aggressive gameplay. They don’t often open new opportunities for ganks. Once a tower is down, players collapse into the jungles, hiding in brush and allowing wards and Clairvoyance to utterly dominate the game. That’s not “aggressive” gameplay. That is snowballing. When towers are up, though, players try to dive one another trading the high risk for the hope of a reward. They overextend in lane because they overestimate the safety a turret provides. They skirmish more in the lane because an early death doesn’t necessarily mean the end of their farming potential. I really hope Riot reconsiders Fortify as a spell and, more importantly, tower strength as a whole.
A New Spell: Surge
In place of Rally, Riot is adding a spell called Surge. Surge basically does the same thing Rally did – increasing the combat effectiveness of nearby teammates – but it does so as an aura on the caster not a flag on the ground. I think we’ll be seeing this one a lot on supports and tanks.
Conclusion
I’m excited about the changes to Summoner Spells. I’ll be curious to see actual hard numbers on some of the changes – especially Flash and Clairvoyance – but until Riot lets us in on the Season Two launch date it looks like we’ll have to wait.
We’re coming up on two months since the end of Season One, Riot. Better give us some indication of a release date for these changes before someone takes my 5-to-1 odds that S2 won’t start until 2012.