Talk:Flash/@comment-24253519-20160528212120

Flash is highly debatable. From an in-game perspective, it is not toxic. From a game design perspective, it's the most toxic feature on League of Legends. I'll discuss both matters separately. Flash isn't toxic to League of Legends mostly because it is available to all players after level 12. It is not restricted to a handful of champions or locked into an item. Sure, some champions need it way more than others, but it IS available. To everyone. So what you do with it in game is your decision. That said, Flash is a terrible design. It outclasses so many other spells it's not even funny to compare. Ghost is useful, but you can't cross a wall and you can still be disabled; a well-timed Flash will save you from a lot of harm. Cleanse can save your life, but you can avoid a crap ton of CC just by Flashing away from one (or more) skillshots. Sure, Flash has a high CD, but most Summoner Spells also do. The worst part about Flash is that it's entangled in the game in its cureent state. Its roots go so deep into the game's mechanics that removing it (or nerfing it again) would cause a serious damage to the meta's champion pool. That mistake is 100% on Riot: they should have dealt with it before, when they didn't have 130 champs, with about a half of them relying strongly on this spell. Season 6 has been all about "strategic diversity" and Flash is involved in every single possible strategy. Try going in a match with a full team without Flash, or with just a couple champions using it, and you will most likely lose because there is no equivalently powerful summoner spell (or, at least, there ain't two of them). Sure, SOME SPECIFIC CHAMPIONS can relinquish flash (jungle shaco, top hecarim, and those are the main two I can think of as I write this). TL;DR: Flash should be carefully reworked into a useful tool, and not a mandatory spell.