Theres a big poll going on the LoL boards about the Flash removal/reworks they may do. Granted it's an OLD post but it keeps getting Necro'd. I'm pretty sure Reds are still reading it.
"Flash is very controversial. Some of you love it, some of you just use it because you have to, and some of you hate it. My feeling is that it gives everyone a 'get out of fail' card that reduces skill differentiation in the game, and makes good play rewarded less, and bad play punished less. To some extent, this is beneficial because you get less ROFLstomped, but overall, I think it mostly hurts the game. We've done a bunch of playtests internally without flash, and fights feel a lot more dynamic, and your bloodlust gets sated a lot more. The only downsides are that some characters have difficulty with chain snaring in team fights, especially melee characters that lack strong mobility.
However, all that being said, I know a lot of players are attached to it, so I'm posting here to collect opinions.
If we removed Flash, here's what we were thinking of doing:
1) Replace it with an item like DotA blink dagger, except with LoL flash functionality. Would be ~ 90 second cooldown, pretty expensive, not with many or any stats, etc.
2) Add a new summoner spell, "Summoner Dash" which for 3 seconds makes you immune to slows and increases your speed by 30-50%. We feel this may be necessary for some characters that depend on flash especially strongly to initiate, while still not being a 'get out of fail' card.
3) Modify cleanse to be 65% cc reduction after you use it for one second longer than currently. Late game cc stacking will likely be too powerful without something like this to counter heavy CC teams.
4) Remove the team heal aspect of heal, and make it significantly better for self healing.
NOTE -- if we did these, we'd try on the PTR first, and we'd try it live for 2 weeks to see if it works well. If it was poor, we'd roll it back.
I've included a poll so we can track opinions. Please also post comments!
Regards,
Zileas
Slightly updated approach we were discussing:
- Remove flash
- Add blink dagger item that is ~1250 cost of proc, 120 sec cd? This will pop projectiles and can be used at any time. Stand-alone item listed under movement on shop.
- New cleanse – clears debuffs, and for 3 seconds after, immune to slows & roots, while stuns are turned into slows of the same duration at 35% slow. These stuns still interrupt spells though. No longer reduces CC durations -- except where immune.
- Add Summoner Dash – +35% speed + immune to slowing effects for 3 sec"
I actually dont have problems with Flash, it's annoying yes, but I dont think it needs removed. I'm actually more annoyed when it's used to initiate than to get-out-of-fail. Anyhow, I suggested an item that is consumable (1 time use) that costs like 300-500 gold. This way if it IS used as an escape, it at least puts them behind in gold. As an initiator, you still can use it to get that kill you want but you're not getting as much gold for it as usual. OR make an item that is re-usable but costs gold per use.
Also on the heal nerfs... HUH? Who even uses heal? And if they remove the AOE aspect, it's kinda useless to get. Now if they rework heal into a self-heal and give it a really low cooldown (40-60 secs) it might be cool cause it's basically a "I no longer need health pots anymore" so it saves gold in the place of having some other spell like Flash/Ghost/Tele