Smite is suffering from an identity crisis
I think smite is currently in bad shape and with it
are too.
The increase on the smite timer has created several issues with the summoner skill.
Early game you have to be really careful with smite, if you use your smite in a gank, you might end up having to recall because you ran out of health, if you use your smite for the jungle to get health, you might not be able to gank to the fullest of your ability. Especially the assasin junglers benefit from having a smite up while ganking, but they are also the ones that walk around with low health in the early game jungle, meanwhile the tanks just kill the jungle camps yawning and use their chilling smite whenever they gank. Not quite fair.
If you're just jungle clearing smite is in great shape for the early game, because you can just go around your business and everything works out perfectly, hell you can clear out 4 jungle rotations before you have to back if you use smite/plants right. The issue is combining jungling and ganking. So you could say "Don't smite in a gank", but then Red and Blue smite are useless AF.
Mid/Late game, you only have to smite objectives or enemy champions (OR HEIMERTURRETS!) and I feel like it lacks impact. But my main concern is with Red and Blue smite which are considerably strong in the early game, but if you can't use them on enemy champions they become useless.
Solution: Maybe Rito can add a smite to champions and a smite to jungle camps, so it's split in 2 stacks which are only available on red and blue smite, however the champion smite should have a high cooldown. Or make it an additional smite, so you can use your normal smite on jungle camps and champions but you can only use additional smite on champions.
?