Bard Rework
As Sunnysplosion said after black shielding Bard's Ult, "...Bard is a good champion." I feel like Sunny's sarcasm is apt though, at the moment bard offers little help in the game and doesn't really fit in a role very well. My idea is to change Bard's skills around slightly to allow for greater diversity of play and offer more to teamfights. Admittedly, I'm only a scrub at league, so bear with me here.

Passive: Traveler's call
Ancient Chimes: Bard's presence causes sacred chimes to appear at a random location on the field, which linger for up to 10 minutes. Collecting a chime grants Bard a brief burst of movement speed out of combat for 7 seconds (stacking up to 5 times), 20 + (1 per minute after 5 minutes) experience, restores 12% of Bard's maximum mana, and grants 3-5 gold. Every 5 chimes Bard collects empower his meeps.
Meeps: Bard's presence attracts small spirits known as meeps to his side. Whenever Bard attacks, one of his meeps throws itself at his target, dealing 「 30 - 465 」( + 20 per 5 chimes collected after 150) (+ 30% AP) bonus magic damage before disappearing back to the spirit world. At 5 Chimes, meeps slow enemies by 25 / 45 / 60 / 70 / 75% / 80% for 1 second, and at 25 Chimes they deal area of effect damage in a cone behind the main target, with the cone's size increasing at 65 chimes. Meeps spawn every 10 / 9 / 8 / 7 / 6 seconds and Bard can hold up to 1 / 2 / 3 / 4.
Q: Cosmic Binding. Range: 950 1000, 60 60 / 60 / 65 / 65 / 70 Mana, 13 / 12 / 11 / 10 / 9 second cooldown.
Active: Bard fires out a 1500-speed burst of spirit energy in a line, dealing 80 / 125 / 170 / 215 / 260 (+ 65% AP) 80 / 120 / 160 / 200 / 240 (+65% AP) magic damage and briefly slowing all targets by ~~60% ~~ 30 / 35 / 40 / 45 / 50%. Cosmic binding pierces through minions and monsters, marking all affected targets. This effect can only hit and mark up to two champions before it stops. Upon hitting two consecutive champions or a wall, all marked targets are stunned for 1 / 1.2 / 1.4/ 1.6 / 1.8 seconds.
W: Caretaker's Shrine: No change in mind, if anyone has an idea I'd love to hear it.
E: **Moonfire **/ Magical Journey. Range: 900 650 AND 950. 30 **60 / 65 / 70 / 75 / 80 Mana. 20 / 19 / 18 / 17 / 16 second cooldown.
**
Active: Bard fires a wide blast of moonfire dealing 40 / 75 / 110 / 145 / 180 (+50% AP) magic damage and firing another longer range projectile in the middle of the blast dealing an extra 30 / 50 / 70 / 90 / 110 (+50% AP) magic damage and lowering the magic resist of all affected targets by 10 for 3 seconds. The secondary bolt pierces through up to two enemies. If the bolt collides with a wall, the wall is marked with a glowing sigil. Bard can reactivate this ability in the next 5 seconds to create a one way tunnel through the barrier.
R: Tempered Fate Range: 3400. 100 100 / 110 / 120 Mana. 130/115/90 140 / 130 / 120 second cooldown.
Active: Bard sends magical energy arcing to a target location. On impact, all **enemy and neutral **units in the target 350-radius area are put in stasis for 2.5 2.0 seconds, becoming untargetable and invulnerable but also unable to perform any action. **All allies hit gain 10/20/30 armor and magic resist and 30/35/40% movement speed that decays over 3 seconds. **
Epic monsters and turrets are also put in Stasis, despite normally being immune to disabling abilities.
I hope you enjoyed reading my
rework! I feel like this would make him even more viable as a support, and maybe even as a utility mage if played correctly. Please leave any ideas, concerns, or general feedback. Also, credit to http://leagueoflegends.wikia.com/wiki/Bard for the info.