Can we make summoner spells actually help out vs certain match ups?
Ignite = stops healing Exhaust = slows down fed players Flash = clutch mobility Teleport = tower protector and scaling Heal = ADC's don't die to ignite Ghost = Punish players off tower Barrier = shield combo for champs with no mobility
Current state of summoner spells
Ignite = kill secure, doesn't stop healing champs Exhaust = barely slows Flash = 100% always always picked (understandable) Teleport = all-in team fight usage Heal = replaces the need for ghost almost Barrier = selfish shield to bait people
Changes I would like Ignite - Lower damage early, better late game scaling with a better prevention to healing Exhaust - Lowers targets AD and AP values on top of what it does Flash - slight movement speed delay after flashing so we can punish flash ignite plays Teleport - tower specific, but can target destroyed towers (team oriented still) Heal - remove the movement speed, lower the healing slightly but allow double heal to be a thing Ghost = Initial movespeed with decaying, rather than other way around Barrier = keep as is, id say it needs a lower CD