[Suggestion] Dual Pathing: Summoner Spells Enhanced
Reposting here despite it having been in Gameplay where there are suggestions anyway...
Dual Pathing is an idea I developed that would add some diversity to the Summoner Spells available in-game. Much like how you may instill your Smite with additional effects when purchasing a specific Jungle item, Dual Pathing allows you to modify your Summoner Spells (either for free or with gold) to provide additional strength or utility, depending on what the game and/or your play-style demands.
My goal with this concept is not to complicate the game but to provide additional tools to help diversify the game. These changes can help mitigate the need for itemization that certain castes of champions suffer from at different points in the meta.
Below I've jotted down some suggestions I've thought up while considering this idea. Keep in mind that all of these are theoretical upgrades to the Summoners and that they may either be broken, useless, or situational. Please, let me know what you'd change!
=> Vanguard or Bulwark
Vanguard: Transforms your Barrier into a massive siege protecting shield, taunting the closer tower (when in rage) and taking 90% reduced damage for 2 seconds. Ideal for diving champions or tanks.
Bulwark: Transforms your Barrier into a combat defensive shield, allowing you to shield 75% of the original shield strength yet additionally taking 25% less damage for 2 seconds. Ideal for protection from bursty champions.
=> Purify or Liberate
Purify: Enhances your Cleanse into a spell that removes all debuffs and makes you immune to them for 2 seconds. Ideal for playing against compositions with lots of crowd control.
Liberate: Enhances your Cleanse into a spell that removes all current disables and grants you 100% tenacity for 3 seconds. Ideal for champions that like to stick on targets.
=> Fatigue or Incapacitate
Fatigue: Strengthens your Exhaust into a spell that doubles the reduction in movement speed and attack speed yet halves the damage reduction for 2.5 seconds. Ideal for protection against attack speed based damage dealers.
Incapacitate: Strengthens your Exhaust into a spell that stuns the target for 2.5 seconds. Any subsequent damage dealt (DoTs excluded) removes this effect yet applies a decaying 60% movement speed debuff for the remainder. Ideal for champions without a hard crowd control ability that could benefit from one.
=> Blink or Phase
Blink: Alters your Flash by giving it increased distance (~125 units). Ideal for making Flash even harder to deal with than it currently is. (Kappa)
Phase: Alters your Flash to not be able to be used in combat, yet reduces its cooldown by 75% (this does not stack with any other cooldown reducing effects). Ideal for champions who want to control the map by being ever-present.
=> Sprint or Charge
Sprint: Increases the duration of your Ghost by 50% and the movement speed by 3% Ideal for buffing an already lackluster Ghost spell.
Charge: Increases the effectiveness of your Ghost when nearby enemy champions (1500 unit range) and causes your next AA to dash to target champion. The effect is removed when the dash completes. Ideal for champions that are kitable or that want to stick on their target.
=> Restore or Rescue
Restore: Modifies your Heal to instead apply a Heal over Time for five seconds that increases as time elapses, applying over the full duration a 75% stronger heal. Damage taken removes this effect. Ideal for optimal sustain in lane.
Rescue: Modifies your Heal to increase in intensity as health is lost, up to a maximum of 125% increase at 1% remaining health. Ideal for saving allies from certain death.
=> Combust or Scorch
Combust: Changes your Ignite to immediately deal 85% of the original damage and cause them to take any additional 6% damage for 3 seconds. Ideal for bursty champions.
Scorch : Changes your Ignite to deal 45% of the original damage over the duration yet causes the target to take a 35% movement speed penalty. Ideal for champions who lack sufficient crowd control.
: No change as Jungler items already modify Smite.
=> Garrison or Unite
Garrison: Restricts your Teleport to only be used on towers and minions, yet reduces its cooldown by 25%. Ideal for champions that are all about that split push life.
Unite: Permits your Teleport to only be used on allied Champions, yet doubles its channel time. Ideal for champions that want to enter the fray when it's goin' down.
Please post your thoughts on the core concept of dual pathing, whether or not you think this is fitting for the game, suggestions for improvement and balance, and why you think what you do.