How would you balance Flash without removing it?

#1KamenRiderBladePosted 5/2/2013 8:31:56 AM(edited)
Since Flash is the single most powerful summoner spell in the game and almost everybody seems to pack it, how would you balance the game without removing Flash?

It's definitely one of the hardest spells to balance given the sheer amount of nerf's it has had in this game.
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#2jonlaw101Posted 5/2/2013 8:32:22 AM
blink boots
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#3NicoGrimmPosted 5/2/2013 8:32:30 AM
Armor/MR debuff after using it.
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#4HighUlitmaPosted 5/2/2013 8:33:20 AM
jonlaw101 posted...
blink boots
#5ThyCorndogPosted 5/2/2013 8:34:00 AM
Make the other summoner spells better
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#6angermngment101Posted 5/2/2013 8:34:30 AM
Its balanced. Stop whining.
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Gamefax
#7Suffer_NotPosted 5/2/2013 8:47:46 AM
Currently, Flash is used both as a gap closer as well as a defensive spell for champions that don't have escapes. I'm totally okay with the first part because making plays with Flash is awesome, but that second part means that early game ganks are far harder to pull off then they need to be.

My change would be two part:

1) Flash cannot be used if your champion has taken damage within the last 3 seconds.

2) A new boot enchantment/consumable would be available that allows you to Flash while taking damage.

This allows Riot to balance Flash in two different ways. The offensive Flash can be tuned via cooldown and so forth to make it a good but not overbearing early initiation tool. The defensive Flash can be associated with a gold cost or even separate cooldowns to prevent it from killing early game aggression while having it still keep certain champions viable in the Late Game "League of Gapclosers".

As an example to illustrate my point, let's say that Flash's cooldown was lowered to 3 minutes and 30 seconds and it cannot be used if your champion has taken damage within the last 3 seconds. It's now better for initiation and dodging dangerous skillshots, but you can't use it as a 'get out of jail' card once someone has engaged you.

The item "Summoner's Scroll: Improved Flash" would be purchasable for 800g. When purchased, it allows a champion to flash while taking damage. If they have taken damage within 3 seconds of flashing, the cooldown is set to 5 minutes instead of 3.5 (aka the same as current Flash).

Obviously, gold prices, cooldowns, and so on would be subject to balance changes, but I'm convinced that this setup would be easier to balance depending on how long Riot wants it to take for defensive flashes to become available and how powerful they want offensive flashes to be.
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#8angermngment101Posted 5/2/2013 8:50:25 AM
From: Suffer_Not | #007
Currently, Flash is used both as a gap closer as well as a defensive spell for champions that don't have escapes. I'm totally okay with the first part because making plays with Flash is awesome, but that second part means that early game ganks are far harder to pull off then they need to be.

You pretend like a jungler can only gank a lane once... and if the flash is used, they can never be killed in lane again?
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#9Eclypse9810Posted 5/2/2013 8:50:52 AM
It's not balanced, but the entire meta has relied on it since pre-season 1, so they can't remove it either. If they add blinkboots, it'll just be either flash + blinkboots, or they'll nerf/remove flash and instead of limiting summoner choices, it'll be limiting boot options to just blinkboots.
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#10BenWhoDrownedPosted 5/2/2013 8:53:33 AM
Wild idea here

Keep flash the way it is

HUGELY buff all other summoner spells