With flash i agree, Flash is superior, and sadly they won't fix it any time soon.
Because in all honesty, they can't fix it. The only "fix" would be to remove it but that's not something they can do. Flash is either strong enough to be used by everyone every game or it's so bad that no one is using it. There is no middle ground for it.
So, the only solution would be to create another summoner spell that is on the same scale of power as flash but we all know that would break the game entirely and thus a summoner like that can't be created. So we are stuck in this situation and in all honesty, it's not a bad thing.
Barrier is not only better because of enemy ignite. that is a narrow minded view. WIth higher numbers, and often no ally to double the value of heal, there is no reason to take heal over barrier, with its 3 min cd over a 4 min cd, weaker version. The ignite part is just an extra. I'm perplexed at your last sentence about heal. Why cant you crunch the numbers and understand why barrier is better in any solo lane.
This is ironic because you are being narrow-minded here. You are basing your argument purely on numbers instead of how the summoners are actually being used in the game and what they can be used for. I didn't explain it fully why heal is better than barrier because it wasn't the main point and i didn't want to put in the effort but ignite is definitely one major reason why barrier is used in the mid lane and not heal.
Let's break it down a bit.
Heal: 90-345 hp
Barrier: 115-455 hp
Heal grants permanent health to up to 2 targets while barrier grants temporary health to one target. This naturally means that if you aren't alone, heal always gives more value than barrier. This is also why heal is always better than barrier after laning phase.
So what can barrier be used for? Due to it's 2 second duration, it is only good for blocking burst damage. Its pros are slightly shorter cd than heal and it's unaffected by grievous wounds debuff which means it will always have it's maximum strength value. Its cons are it's entirely reactionary spell with only one use and only good against burst damage. Dots and consistent damage are very effective against it because it wears out before all the damage has been done. It can easily be wasted without getting full use of its temporary health and if there is ever a time where you use a barrier and it wears out before being completely destroyed by the enemy's damage, heal was the better option due to it having other benefits than just damage mitigation on one player. Funnily enough, there are also plenty of situations where barrier isn't enough to save your life and in those situations, heal is also better due to it offering something to the allies as well instead of just you.
So now that we have explained what barrier can do (it's only strong against burst damage and in 1v1 against ignite users but gets more useless the later the game goes), we can explain what heal does.
Heal is only slightly weaker on a single target than barrier is when it comes to straight numbers but the fact that it's permanent health and not temporary like barrier's and that it affects one ally AND that it also gives 30% movement speed to both targets makes it a far superior summoner spell due to its versatility.
What did barrier do? block burst damage. What does heal do? it blocks all kinds of damage thanks to permanent health on 2 targets and it can also be used as a mini-ghost to help you run away from a threat or to catch an enemy or to get in range for that last attack to kill the fleeing enemy.
The cooldown isn't a big downside because while it is a con compared to barrier on paper, it isn't that in reality because you aren't using summoner spells whenever they come up from cooldown. So barrier might come back up earlier but you aren't using it immediately when it does 90+% of the time so it's not a big thing at all. So the only actual thing that barrier has is a higher single target value and not being affected by grievous wounds. That's it. It's far inferior to heal but due to the specific situation in the mid lane with all the ignites and assassins there, the barrier does become a better choice for laning but it does become worse than heal after it.
Btw, if there is a situation where you are low on health and the enemy uses ignite on you but nothing else, heal is a better choice there too because it mitigates more damage from ignite than a barrier does due to barrier wearing off after 2 seconds. Heal is also affected by health gain modifiers like spirit visage (only on the caster though). There is also the new mechanic on 2 champions (for now) that allows them to completely break any shields which would make barrier completely useless against those champions.
I'm just repeating myself at this point.
I might as well link what lolwiki said about heal vs barrier too
This summoner spell is considered by many to be vastly superior to Barrier for a number of reasons - the heal is permanent, affects two people instead of one, and gives a 30% speed boost to yourself and your ally. However, Barrier is not affected by Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).
https://leagueoflegends.fandom.com/wiki/Heal
Why cant you crunch the numbers and understand why barrier is better in any solo lane.
Because it isn't. It's only better in very specific circumstances (vs ignite and burst). Solo lane doesn't mean it's a 1v1 lane either. Both mid and top are 2v2 lanes. Every high elo player knows that. The whole 1v1 lanes thing is a misconception a lot of low elo players have but it's just not a thing.
What people like you don't understand, that a lack of trying is holding progress back.
First of all, you can't say "people like you". You don't know me at all and I haven't said anything that would point toward me not understanding that. However, what YOU don't understand is the amount of effort already put into it. You are constantly assuming thing like they aren't putting in the work when they obviously have but without any usable results. While it would be cool to have more viable summoner spells, it can't go ahead of the fact that the current situation with summoners is completely fine. It can't endanger the balance between summoners that has been achieved. So is it better to risk losing that balance just to get more spells that will MOST LIKELY fail? In all honesty, it really isn't. While i am calling the summoners balanced, i don't mean perfect balance either. Things like exhaust could use tuning so why should they add more summoners when the old ones aren't balanced either? This is a much bigger concept than just adding a new champion btw, because i know there are people stupid enough out there to bring that argument in. "Why do they add new champions if the old ones aren't perfectly balanced then?". Because one champion doesn't affect the game as much as one summoner spell. Add a new champion and you can ban it and nerf it. Add a new summoner spell and the entire meta and game changes and you can't do anything about it as a player.
People like you, who think that everything that you think of is already thought of and that it failed and that it never could succeedd are the people that never will contribute to progress in the world.
Another assumption. There is a major difference between being satisfied on what you got and knowing when to stop. The summoner spells have been explored so much already that it's simply not worth putting resources into. I mean the innovation part, not the balancing part.
People like the OP are the people that will fall, will be laughed at, and at some point some of them will improve games, society, technologies or something else. Because they are never trully satisfied and are always looking for more.
In reality though, those people are the ones RUINING things. Changing stuff that didn't need to be changed and they change them for the worse because they do not understand what they are doing. This has happened to MANY games before and other stuff in the world. It's the VERY small minority that actually furthers things. Most of those people "like OP" never become anything and their failures never turn to success, at least not when it still matters. That's especially true in games. The games often go to shit, they lose players to the point of no return and then they improve stuff but it's already too late. Was that experimentation worth it? Definitely not.
I could invent a balanced summoner spell, but the fact that I'm not getting paid for it, and that statistically there is a really low chance that Riot will see it or consider trying it even if i did it for free discourages me.
To be fair though, the lowest probability in that mix is actually the probability of you succeeding in creating a balanced and viable summoner spell that doesn't change the game too much.
If they hired me on the other hand, you would see a change with summoner spells by next preseason. Im bold enough t say that even flash would get a valid competitor
Not to be mean but i would be bold enough to bet against of that happening. They can always be changed but the effect on the game from changing them is so severe that they most likely wouldn't let you go through with the changes. I'm always open for new ideas for summoner spells but i am being realistic about their effect on the game and i will shoot them down if they look like they are going to cause issues.
I'm gonna need a nap after writing this wall of text. Dunno what made me write all this.