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With heal, I personally think it needs to be a single-target spell.
Put it on a cooldown around 100~160 seconds.
Can only target one champion, ally or self. Team heals restrict it to being a low-digit heal that doesn't help at all. The spell works on minions too, which seems a bit pointless.
Maybe make it so it can target turrets. That would be interesting.
Put it on a cooldown around 100~160 seconds.
Can only target one champion, ally or self. Team heals restrict it to being a low-digit heal that doesn't help at all. The spell works on minions too, which seems a bit pointless.
Maybe make it so it can target turrets. That would be interesting.
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JunSupport wrote:
Put it on a cooldown around 100~160 seconds.
Can only target one champion, ally or self. Team heals restrict it to being a low-digit heal that doesn't help at all. The spell works on minions too, which seems a bit pointless.
Maybe make it so it can target turrets. That would be interesting.
ooOOoo, a VERY good idea :)
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Crazy Smurf wrote:
Trolling with 5x Clarity and 5x Heal :/
Fun times.
Rally/Revive and all random all mid (at least your team :P)
But on the topic...
@ Jun... I REALY like the idea as well (i agree on somethign with searz?? WTF? O_O!) Bigger heal but single targeted is something realy nice. But it could be overused on tanks.
Heal is something I've never liked to look at or deal with. Being mostly a support player, I can say that bringing heal when you already have someone who can heal is just a waste of summoner spell space.
On the otherhand:
Playing against teams where at least someone brings heal can laso make a big difference.
If one uses heal in the middle of a teamfight, it can really screw you over.
On the otherhand:
Playing against teams where at least someone brings heal can laso make a big difference.
If one uses heal in the middle of a teamfight, it can really screw you over.
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like DEWO said, most people can just play smart and avoid the need for heal. Sure it could save a stupid teammate from death, or sure you can trap someone into overextending, but that will work at most once. The utility of other spells like exhaust, flash, ignite, or cv lasts all game. Heal is only useful in early game, if that. I do think clarity is better though, especially on a support champ with a large mana pool. If coordinated enough your whole team can then buy less mana items, but even then there are still better spells. So basically, anything they do to make it better will likely make it overpowered, because it's so weak as it is. It is a good beginner spell though.
although i like the idea of it being able to heal turrets, but that might be hard to balance. Currently a turret with low health might as well not be there because it will likely be taken down with a small wave of minions, although being able to repair turrets like that could change the game alot.
DEWO wrote:
Playing smart > Heal
Mana regen runes > Clarity
This sums it up at the moment.
To be honest I don't think there's a way to make these viable to be completely honest.
For Clarity -
Late game everyone has a fully stacked Tear and/or their mana runes have scaled enough by now. Not to mention the fact that blue buff's always there for people like Kass. This is an early game spell, there's no doubt about it, it's bad late game, and scaling won't fix that really.
For Heal -
Healing too much would be OP, and why heal damage if you can just Flash and avoid it all? It would have to heal a huge amount for it to be worth it, and 5x heal in a team would be crazy then.
I disagree with the idea of healing turrets, there's no other interaction with turrets apart from you killing them and them killing you. They have no passive regeneration elsewhere, and it would just turn pushing into a war of attrition (and let's be honest, games can go on for pretty crazy amounts as it is) if everyone had heal.

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Playing smart > Heal
Mana regen runes > Clarity
Yup.