Summoner Ghost Suggestion
Yeah, So lemme preface this with a small tangent by saying, Much like Xypherous I hate the idea of Summoner Flash in game and always liked Ghost. That said, I can respect aspects of Flash's existence in higher end play, though I still find it to be a terrible skill that has become a crutch for probably 90-95% of the community (a metric that Riot seems to have given up on fixing, and at this point might as well force every player to take flash).
But this isn't really about Flash... this is about how Ghost has become entirely eclipsed by pretty much every other skill in the game (particularly Flash which serves the same purpose when engaged, and usually does the job better), so rather than basically letting it be the next sad, red-headed step-child and eventually removing it, I was wondering if it was ever considered to changing it to specialize as a Niche Jungler skill, since that's already where it's sitting?
What I'm thinking is; Have it on a quicker Cooldown, like 120 (currently 210 IIRC) seconds, Give a 50% speed boost in the Jungle / River with maybe an 8s duration while Active (Currently 10s) But cut it to 60% of that bonus speed when the player enters a Lane or engages a minion/monster and/or is engaged by a champion (meaning like 30% bonus speed at that point and bringing it more in line with where it is now at 27%).
Effectively, other than the recast time, this would mean a laning champion taking Ghost would see no real difference until late game when the map is opened up, and even with the quicker recast time, the trade-off for taking it instead of another summoner should still be fairly prohibitive (Though if it does become a problem, you could always key these changes to only affect those with smite or a hunter's weapon).
I say this because, as a Jungler, I frequently find myself trying to run damage control to save a lane ally, or get into position for a good gank, or support my team in a developing team fight, by running the length of the top / bottom river / Jungle, but am usually just outside the windows of opportunity to do what I wish to accomplish properly, even with Ghost. And I imagine I'm not the only one that runs into this problem, especially in mid-range rankings.
I hope by buffing Ghost in this manner it should penalize a Jungler less for opting to take Ghost instead of Flash, while rewarding the Jungler by allowing them to do their job (hopefully) more effectively, both for engaging and saving. It would also help to function similarly to a short range Summoner Teleport for split pushing, and encourage some variety in summoner abilities, without getting out of hand on the power scale.
All of which should probably be the case for the Jungle Meta anyway.
If no other changes are made, then at the very least the cooldown on it should really by dropped to like 75-90 seconds.
Ghost is a summoner spell that should really be a more integral part of the game, but needs a fair amount of help to be a consideration for most people to actually use... at least beyond those of us who feel a moral obligation to the spirit of the game more than power-gaming to win.
(Alternatively, for fun and variety, you could institute a summoner spell pool and draft for games, where only like 4 of any summoner skill is available to use in a game, and is drafted, like in ranked games, but serpentine, with the last person to pick champion being first to select the first and last summoner. An idea I like in theory, but i already hate the queue-to-launch times in ranked and can see the added wait upsetting me / the community)