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

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4 years ago#1
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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^ 164 people agree that it's ignorance at its finest.
4 years ago#2
Sir you have a poor understanding of the word "ban."
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4 years ago#3
From: cuban69 | #002
Sir you have a poor understanding of the word "ban."
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4 years ago#4
Nobody would pick the banned spells because it wouldn't be worth it with how horribly nerfed they are...

Yep...
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4 years ago#5
How are cleanse/teleport/clairvoyance/promote/revive effected?
History is only as accurate as the Author of the Book.
4 years ago#6
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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4 years ago#7
-tags people-
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4 years ago#8
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.
4 years ago#9
ghost and flash are now banned everygame and only champs with escape mechanics are picked
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