Even tho they can be used only when summoning new units, summoners spells have a lot impact on game it self. Lets start by short spells descriptions and finish with possible nerfs/buffs/reworks.
Ameryl - Archangel
Placing a summoner rune stuns all enemies for x seconds.
This one is game changer. It can be used for a lot situations, both offensively and defensively. Here are just some examples:
- stunning enemy minion to prevent him interact with yours while your minions is attack tower
- preventing enemy minion from attacking your tower
- preventing enemy minion from charging to your summoner / attacking it
- enabling your minions safety attacks on enemy summoner or stunning them just in time so your minions can charge into enemy summoner
In combination with other archangels spells it can sometimes provide long cc on enemy minions giving you even more advantage in taking game objectives (towers then summoner).
Ruul - Pyromancer
Placing a summoner rune ignites all enemy minions for x dmg over y seconds.
This one is ok-ish. It is just a damage over time. Nothing special here. Ignites like most of his spells. Best case scenario for this one is when enemy has a lot of units or when trying to kill new summoned ones.
Mordrake - Necromancer
Placing a summoner rune summons skeletons.
This one is tricky one. So I order to have skeletons you need to have corpses of your units and Mordrake has spells that gives life steal / drain hp in order to keep his minions alive. In early game it is almost useless compare to pyromancer and archangel if you calculate that it sometimes can stack enemy minions (they are stacking when they stop to kill skeleton giving other enemy minions chance to catch up with already summoned) giving your opponent huge minion push.
It is ok summoner spell just to make clear cause it is thematically totally necromancer style.
> Possible nerfs/buffs/reworks:
Obvious thing to do here is nerfing stun duration for archangel and possibly buffing a little necromancer skeletons and maybe faster damage on pyromancer.
However I have some ideas which might work leaving class fantasies intact.
Lets start with Archangel. For her I would personally change her stun into blind. She is holy warrior after all, casting spells with light theme. They way blind works its giving enemy minions 100% miss chance. This would still be good strategic spell but will allow enemy minions to go into your minions which will make it less powerful. Also it will still have that defensive component cause of 100% miss chance.
For pyromancer I would personally nerf damage a little but I would add panic effect into into. Panic effect will cause ignited minins to move a little in random directions for couple of seconds (maybe even just one second). When someone ignites you you just don’t stand in place and do nothing. It is natural that you panic.
And last for necromancer. I think that skeletons even tho they are thematically in place should be removed form summoner spell. Something like fear will serve him just right. He is death it self after all. Fear will make minions run from Mordrake just a little. Or even to be feared in place (but that will work just like archangel’s stun at the moment).
As a summary I believe all summoner spells should be strategic options for players. There needs to be components in them like: Do i need to use it now to prevent some damage, or should I wait for my minion spawn timer. Do I need to use it now to prevent enemy minions for interrupting mine from making damage or will I have enough if I wait a little, Am I rushing enemy summoner in which case I probably wouldn’t care in first two minutes how my summoner spell impacts the game cause all my focus will be on summoning more minions… It will give game extra depth by giving that high risk high reward component in my opinion.