Summoner Spells [New Concepts and Rework Concepts]
Remember that this is a concept post involving my ideas! As for everything else, I will try to describe and explain things the best I can as I go along.
Flash: Change from teleporting to the mouse cursor to quickly dashing to the mouse cursor, range will be increased slightly.
This is create more counter play against Flash, opening up counter play against Flash may make other summoner spells more viable to replace the Flash slot, but most likely people will still deem the spell as the most overpowered and you will see 10 Flashes a game except in rare games. This does mean that thick walls [which people usually failed Flash anyways] can no longer be Flashed through because dashes have to fully go through terrain in order to pass through. Flash can no longer ignore Azir's ultimate as well.
Quick: This is current Ghost renamed to Quick, the spell is unchanged.
Ghost: Instantly stealth for 3.5 seconds and pass through all impassable terrain while stealth. 210 seconds cooldown.
Trying to create a Flash alternative here by having another spell that can pass through terrain; to clarify though, Azir's ultimate is the one exception to being unable to pass through. Ghost is intended to be a defensive summoner spell, but offensive use is still possible.
Grasp: Suppress a target for 1.5 seconds. 180 seconds cooldown. 650 units range.
This adds another support type spell to choose from which can be used for kill potential with the hard CC or defensive use to protect yourself or an ally. This spell is to create alternatives to either Ignite or Exhaust.
~ Stacona