[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=AtYPsnfR,comment-id=0004,timestamp=2019-03-20T01:02:01.099+0000)
gives a kayn e to allow you to cross only one wall.
This might make it too good, and would blur the lines between Ghost and Flash (since they would both be used to travel over terrain), rather than try and make them fill different roles. It would also steal a fairly unique mechanic from Kayn.
I'd rather change the movement speed amount to 25 - 50% (3% less early, 2% more late), and have it give the full movement speed immediately on activation.
reduces your remaining cooldowns by 10%
I mean, Clarity is already taken fairly often on ARAM, and adding a mana regenerating Summoner Spell to Summoner's Rift would already be pretty good. I don't think it needs any big changes.
no more allied healing, but heals based on a % of your missing health.
I support having the heal become stronger based on percentage missing health, but I'm against completely removing the allied healing to make up for it.
Heal has always been a supportive spell, whilst the Summoner Spell for defending only yourself is relegated to Barrier.
In fact, I think Heal should heal all allied champions around you, though I know this would be fairly overpowered with its current stats.
To accomplish this, I would reduce the base healing to 50 - 250 (40 less early, 95 less late), reduce the movement speed up to 25%, and reduce the range to 750, but have it give +1% healing per 2% missing health in addition to the base healing.
scales its shield value additionally with your armor and magic resistance
Doesn't this kind of defeat the purpose of Barrier in the first place?
Usually, you take Barrier to make up for the fact that you aren't going to build a lot of defense, not because you're going to, which is why it's most often seen on Mages mid lane.
I'd rather just change the Shield amount to 100 - 500 (15 less early, 45 more late) and have it last for 3 seconds.
are strong enough as they are
Yet Ignite is almost always taken over Exhaust.
With the rampant damage in the game, I wouldn't mind increasing the damage reduction to 50% and increasing the range to 750, but reduce the slow to 25%.
This would make it more than just a slow you use to hold someone in place, and something you use to hinder a high damage target.
I definitely agree with Ignite being strong though, but I still think it could use changes to make it less than just something you use as part of your rotation, and more something you use to secure kills.
I would reduce the base damage to 50 - 250, but have it deal an additional 1% damage per 2% target's missing health, increase the range to 750, have it reduce healing by 50%, and have it grant True Sight of the target.
This would make it more utility-oriented and would require thought put into when to use it, rather than just having it deal free damage.
makes you immune to displacements for 3 seconds after casting it
Much like Ghost, I fear this would also make it too good.
Cleanse has always been about removing something currently on you, rather than make you more resistant to future cases of something going on you.
Therefore, I would make Cleanse able to cleanse both Suppression (the only kind of CC that isn't a displacement that it can't cleanse), as well as all kinds of debuffs.
What I mean by debuffs is that Cleanse would now be able to remove damaging spells like Malzahar's E or Teemo's poison, or weakenings like Tryndamere's W.
The Tenacity amount can be reduced to 50% to compensate.
introduced on summoners rift without the cooldown refund and without the true damage
{{summoner:50}} has some potential on summoners rift (its the revive mechanic from star guardian and odyssee modes)
I'm a bit skeptical about these, I'd rather just keep them to their own gamemodes.
fortify brought back with more limited range and only one turret as target (have to stand next to the turret)
I can definitely see it, but the passive extra minion damage would have to be removed, and the duration would probably have to be reduce to 5 seconds, or else it's almost going to be able to break sieges on it's own.
rally brought back as a ward that grants buffs to nearby allies
I'm also for adding this to the game. I think of it as a visible Vision Ward with 3 health that grants 10 - 25 AD/AP (Adaptive) to targets around it, but the cooldown would have to be increased to 300 seconds and the range reduced to 750 so it wouldn't be too good in teamfights.