@Riot: Here's how you strategic diversity.
Current league strategy:
-Pick a rune page according to your champion. Runes/masteries we can't fix right now, so leave that snooze-tastic choice -Pick summoner spells according to your role -Pick items according to what stats you need with actives as added bonuses
Currently strategic choices exist as stat flexibility and item active choices. Your two arguably most impactful actives, your summoner spells, are the same from minute one to the end game screen.
WHY??????????????
Riot, you are currently considering nerfing Jungle items. Why? Because somewhere a Fiora decided "instead of the ignite spell, which simply adds a flat one-dimensional amount of burst to my champion, I can take smite. And smite I can upgrade to clear waves if I decide to Splitpush; smash enemy jungle creeps if I decide to invade the enemy jungle; slow enemy champs if I'm having trouble sticking; or amplify my onhit damage so I can pump up my ult-that's way more versatile!"
And you're going "no no, that's far too many strategic decisions you could make in game, we have to nerf that."
No. Come on. Here's what you do:
Step 1: Summoner Spells may now be enchanted for 300 gold, changing the functionality of the spell.
Reason: just like the awesome trinkets, potions and new machete items, allow people to exchange stats for tactical options.
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Nerf Flash so that its present functionality can be enchanted in. In my opinion the best way is that Basic Flash can no longer blink through walls, with Wall Blink being an enchant. This enables the same cool plays as it currently does while adding power to other summoners.
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Change the jungle item lineup, replacing the basic machete upgrades and making the advanced upgrades require machete and upgraded smite.
Ideas for summoner spell enchants
EXHAUST
-Tamer Enchant: Exhaust may be used on jungle monsters (but not baron or drsgon). When it is, the cooldown is reduced to 90 seconds.
-Sapper Enchant: Exhaust may be used on enemy towers
-Icarus Enchant: Exhaust prevents the use of Dashes for the duration
GHOST (I would rename to Sprint)
-Rolling enchant: Ghost's speed boost ramps up to 50% but resets when a new movement command is entered (does not work with attack commands)
-Rev enchant: The speed boost from ghost increases for every second of the spells duration you spend stationary out of enemy vision
-Incorporeal Enchant: Nearby enemy wards are disabled (but not revealed) if you would be seen during the duration of Ghost
HEAL
-Guardian enchant: Select one Ally for the remainder of the game. Heal's power is increased for that ally and heal will always target that ally if the spell is used when they are in range.
-Second Wind enchant: Heal also reduces all ability cooldowns by 25% of their total CD.
- Slingshot enchant: Heal's speed boost now affects all allied champions in range, and is slightly stronger
TELEPORT
-Snap enchant: Teleport's cast time is now reduced the closer you are to the target
-Beacon enchant: Teleport may target an Allied Champion. When used in this way, the cooldown is increased by 60 seconds
-Safe Enchant: Teleport now grants a shield which expires on arrival at the destination.
FLASH
-Decay enchant: The cooldown of Flash is reduced by 50%. Using a Dash, Blink or Speed boost ability increases the cooldown of flash by 20s.
-Blink Enchant: Flash may now pass through walls.
-Blinding enchant: Flash now removes all slows from the champion upon use.
IGNITE
-Vindictive Enchant: a portion of ignite's cooldown is refunded if the target dies while under the effects of the spell.
-Melting Enchant: over the course of the spell the target takes increased damage ramping from 0-20%.
-Blaze enchant: Ignite becomes a persistent line skillshot, enemies are ignited as long as they stand in the AOE.
BARRIER
Magical Enchant: barrier's power is reduced, but it becomes a spell shield that blocks cc.
Savior Enchant: Barrier may be cast on allied champions, increasing the cooldown by 60s
Bulwark enchant: the power of barrier is doubled, but your champion may not deal damage while the shield persists
I could do some for revive and Clarity and such, and obviously they aren't perfectly balanced nor exactly what should be implemented, but this is a WAY better idea than simply nerfing the strategic diversity you got with the new jungle items. It's preseason, don't be afraid to shake things up!