Is Exhaust arguably OP or overloaded for a summoner spell? It has 5 debuffs. Pls read.
Exhausts target enemy champion, reducing their movement speed and attack speed by 30%, their armor and magic resistance by 10, and their damage dealt by 40% for 2.5 seconds.
I really feel like it's a little too strong for only a 3 minute cooldown. This spell is the only spell which by itself[no other abilities included] could have as powerful an impact as an ultimate. It's not a skillshot. It's just point and click and literally attacks every mechanic in the game on a targeted champion for 2 and a half seconds. Reducing damage dealt, mobility, abilities to both inflict and receive damage nearly crippled while making the rest of your team do a respectably higher amount of damage on the target. This is a spell that affect that immediately the moment it casts can affect all 10 players in the game.
Teleport ran rampant for an exceptionally long time being comparable with its ability to affect every player in the game. It received nerf after nerf until it finally got into check. If anything I feel exhaust can be taken more situationally and be less spammable. 3 and a half to 4 minute cooldown for an ability so powerful seems reasonable.
I'm not convinced it's op to the point where you'll boost yourself like an animal into diamond and master. I am convinced however that during the time of its duration it limits if not kills counter-play in many situations to almost zero. I feel like it needs to be tweaked a bit or at least consider introducing more combat and utility summoners into the game. It's been a really long time since we had anything new regarding those. In fact all you've really done to the rift is take many away.
Edit: I know that junglers got buffs on optional smite upgrades. These are things that should've been there from the beginning though.
Rest in peace, Revive, Clarity, Promote, Clairvoyance, Rally, Fortify, Surge.
Stifle you can stay in hell. You were simply gosh darn broken.