Each team can now ban a summoner spell. How does this change the game?

#1Karmic Dragon2003Posted 12/2/2012 12:23:23 PM
A banned spell would be half as effective (IE flash only teleports you 150 units instead of 300), and have a 30% longer cooldown.
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#2cuban69Posted 12/2/2012 12:24:20 PM
Sir you have a poor understanding of the word "ban."
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#3ssj98_gotenksPosted 12/2/2012 12:25:35 PM
From: cuban69 | #002
Sir you have a poor understanding of the word "ban."

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#4TAMIUS_REBORNPosted 12/2/2012 12:26:21 PM
Nobody would pick the banned spells because it wouldn't be worth it with how horribly nerfed they are...

Yep...
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#5Ultoman2Posted 12/2/2012 12:31:04 PM
How are cleanse/teleport/clairvoyance/promote/revive effected?
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#6EnclosurePosted 12/2/2012 12:34:10 PM
Ultoman2 posted...
How are cleanse/teleport/clairvoyance/promote/revive effected?


Cleanse: You remove debuffs but they come back again.
Teleport: You travel halfway then get lost in the Void.
CV: Revealed champions are transparent.
Promote: The creep is bigger but does nothing else.
Revive: You half your remaining rez timer.
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#7thisisboris2Posted 12/2/2012 12:35:07 PM
-tags people-
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#8Alr3m1Posted 12/2/2012 12:37:11 PM
Ignoring Karmic's idea of ban, I'll discuss the idea as though you could actually ban a summoner spell(s).

High level play: Captains would probably ban things like revive, promote, maybe CV. They wouldn't ban useful summoner spells because they would like to use them.

Low level: Flash and ignite would see more bans, but it would be more Captain dependent and them acting alone.
#9xmoosePosted 12/2/2012 12:51:32 PM
ghost and flash are now banned everygame and only champs with escape mechanics are picked
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