MUST DO! SUMMS!
Well, I am working on this thread mainly because I do not like when Riot removes content, specially summoner spells. I am proposing this rework to make the game a better place for us all, and a more fun and diverse game.
({{summoner:2}}
are about to be removed, and I think it is like Riot saying "we are not even going to try", so I am going to try a bit for them. These spells need rework and a little buff, so here it is!
REWORKS:
Cleanse:
Active: removes all crowd control debuffs on your champion (except suppresion) and provides you with a crowd control barrier that will pop when it enter in contact with a subsequent heavy crowd control form (stuns, silence, root, fear, etc), while the barrier lasts you are immune to slows. Does not protect you from damage.
Can also be used freely to obtain the Crowd Control barrier to block an incoming crowd control form.
Cooldown: 180 seconds.
*The main change with this rework is about removing the subsequent tenacity in the cleanse ability, which wasn't too helpful in the first place as it didn't last too long. Instead this allows you to block a second form of crowd control that might stop your actions. Also, being able to activate to obtain the shield means that you will be able to stop an incoming Blitz grab, a Yasuo ult, a Malphite ult or any form of cc ability before it gets to you, still, you will suffer the damage from this abilities, but you will have a greater chance to survive. As a note it won't stop Zed's ult, the ult shall only be removed if you use Cleanse when the debuff is already on.
Clarity:
Active: regain a 4% of your max mana each second for 12 seconds, also while the buffs lasts you have 15% bonus Cooldown Reduction for your champion abilities, inventory items and summoner spells (except clarity). As long as Clarity remains active it increases your cooldown reduction cap by 15%.
Also regenerates energy.
*As you notice it no longer grants immediate mana, also it no longer restores mana to allies, but the mana restored is greater. Still it now grants a heavy boost to cooldown reduction for all sources, which allows the player to have his combo sooner, or to go in to an spellcasting spree. I think it could be heavily usefull for Ryze, Xerath, Brand, or anyone who uses mana... even for those who don't use mana. It can now be an option for anyone who wants to spam abilities and even for those ones who have a low cooldown ability, as it will now become even lower, also with the new masteries you will be able to get a 60% cooldown reduction. In the other hand instead of loosing importance as the game goes on it will now gain importance, so the more cooldown reduction and damage you get, the more you will be able to cast while clarity is active, instead of just using it to keep your mana full.
PD: Now also restores % energy.
{{summoner:2}} Clairvoyance: Does basically the same, but now grants sight over revealed champions for 7 seconds, does not reveal stealth. I want to explain that this ability is part of the core summoner spells for ranged champions like Xerath or Caitlyn, as it allows them to acquire targets. Also Xerath's R is interrupted if you use the blue trincket, but if you use Clairvoyance it isn't interrupted.
I think that the main problem is the blue trincket, which is a lesser version of the Clairvoyance, with a lower cooldown and with a short range when compared with Clairvoyance. So that I propose a new function for it: let it place its blue mini ward in it's level 1 form and reduce it's range and increase it's base cooldown. Like that the difference between Clairvoyance and the Blue Orb will be bigger.
It is better to increase the difference between them than just removing one.
Ghost:
Active: Grants 25% bonus movement speed and allows you to run through units for 10 seconds. Also if you are not in battle when Ghost is activated you will become 90% transparent over 1 second (life bar, shadow and name will be invisible to your enemies, so you are really hard to see). This transparency will last for 2 seconds, and it will be lost if you receive damage, attack or use any ability.
Barrier:
Lasts for 3 seconds and has a cooldown of 180 seconds instead of 2 seconds and 210 seconds cooldown. Just a small buff, barrier is already good but it just doesn't protect you against overtime damage like poisons and ignite.
Please: if you comment talk about each summoner spell.