Originally Posted by Roku
Yes - we do admit that they didn't work well.
Promote was OK for its intended use - but we feel like as a strategic choice it is better fit on an item. This allows us to control the effect in many different ways than a Summoner Spell does (who buys it, when it becomes available in a game, and how much cost you're paying for the effect).
As for Surge - we definitely missed the mark. Originally Surge was envisioned as a team oriented spell, something similar to old Rally. After a few iterations it had to be toned down, but we didn't want to make the user feel worse for taking it. As it stands now, it does come down to which spell is going to give you more damage - Ignite or Surge. In an overwhelming majority of cases, Ignite will actually give you more mileage even if Surge sounds better. This becomes especially true later in the game as Ignite ignores armor / magic resist. Surge was fun to cast, and had good synergy with a particular couple champions - but a majority of the time it was actually a trap. There were some fun aspects of it - turret pushing, clever edge case uses, and getting bigger, but it overall was a false choice.
in all seriousness, Ignite should be removed in favor of Surge...
put the anti-healing effect on an item, have less True Damage floating around in the game would be a very very good thing in the long run. Ignite is far far too much of a "must pick", you can't deny that.
do ****ing SOMETHING to give us back our Summoner Spells because ANY ****ing choice besides Flash + Ignite is a "trap option", you know.