Better ways to express CHANNELING and STUNNED/SILENCED in the game
I don't think replacing a summoner's name with capitalized text, such as "CHANNELING", "STUNNED", "SILENCED", etc. does anything to aid new players in recognizing when champions enter these states. There's no new player (or experienced player for that matter) that is reading this text in any scenario except maybe as an idle curiosity when nothing else is going on.
I do think making these states more apparent in the game is a worthy pursuit though, and I think visual cues have many more benefits in a game than textual ones. For one they can be recognized much more quickly by a player, no reading has to be done. Secondly they can be distinguished even in scenarios with high information density such as 5v5 teamfights (assuming they're well designed of course).
What if instead of writing "CHANNELING" above a summoner's head when they recall, teleport, start a Ryze/Shen/Morg ult that each of their animations are tweaked to include some kind of beam of light stretching from the top of the summoner's head into the sky (teleport and the end of most recalls already have this). Then players will have a very clear way to identify whenever a channel is started by theirs or the enemy team and can act on it promptly and appropriately.
What if instead of simply writing "STUNNED" above a champion's head the champion's model would completely freeze and turn a stony white for the stun's duration?
Instead of "SILENCED" the champion's model could become completely black for it's duration.
This extends the already good visual cues League implements with things like stealth (make champion translucent) and root (surround champion in some kind of small enclosure).
There's a lot of room for creativity with this, and this is just scratching the surface but I hope you can see better the potential of this kind of communication for all game states, not just root and stealth.
Thanks for reading :) [vlad-salute]