Originally Posted by Roku
I’m Roku, Game QA Analyst at Riot Games, and I’m here today to fill you in on some of the upcoming summoner spell changes we have planned this preseason. Overall, we want to offer you more viable summoner spells, so that you have plenty of options to tailor your selections to suit your individual playstyle and strategic needs. We hope to accomplish this by equalizing power levels and solidifying unique roles for each spell choice.
For starters, we plan to make Barrier available across all maps rather than just the Proving Grounds. To ensure it’s balanced it we’ll be increasing its cooldown and reducing its duration. Barrier will require faster reaction time in its new form, but will remain the go-to defensive option against burst damage. To reinforce this change, we’re also reducing the overall effect of Heal, but modifying it to heal allies for the same amount as it heals the caster. This will solidify Heal into a support role, while making it less useful for baiting opponents.
Next, we’re making some subtle tweaks to many of the summoner spells. Flash and Ignite will each have their cooldowns increased slightly in order to bring them more in line with other spells. Clarity, Clairvoyance, and Exhaust are set for small changes that will make them more visible during gameplay and emphasize their specific roles.
Finally, we’ll be removing both Promote and Surge. We’re creating an item with an effect like Promote since it makes sense as a strategic option, and having it as a buy-in strategy means we’ll be able to better balance the effect in relation to its gold cost. Surge is being removed because it isn’t always clear when to use it or which champions benefit from it. In the end, Surge is a competing spell in a niche we’d like Ignite to fill.
In the preseason we want summoner spells to be another way to customize your champion to suit your playstyle instead of being dominated by a few, extremely strong choices. We’re confident that these modifications will free you up to experiment with different combinations and tailored to your favorite champions.
Ok just now finally got around to cruising the forums and see all these intended changes and wanna give my two cents input as a player:
First off changes i agree with.
Promote being moved to an item. I agree whole heartedly this is a GREAT spell however requiring it to take that summoner spell location is rly difficult to justify when it is needed for early game for certain mids or for strategic heavy pushing of lanes.
The auxillary spells (exhuast, clarity, etc.) being tweaked to provide a better benefit to keep them on par with other spells also much needed.
Now for the stuff i think is absolutely dumb.
Surge being removed: this is my biggest beef. I personally feel that surge is a GREAT summoner spell for almost ANY AD carry. It provides a much needed atk speed bonus in early game to either secure a gank or to severely punish an aggressive harasser. I see some AD use ignite over surge and some i do agree with it however many (such as corki varus, twitch, darius, teemo, or TF, etc.) that have a need for heavy atk speed to get a good bonus from their passives or from an ability to properly deal enough damage surge is still a WAY better option. If they manage to flash away so what at least they now have to leave their lane, and aside from that until lvl 8-9 somethin around there a single health pot will keep u alive thru an ignite... ignite is countered by a 35g item... surge is not.
Barrier being moved and heal tweaked: while i agree with those changes and i believe they would but nice changes to SR i feel that introducing barrier to SR even in a debuffed manor will create the EXACT same arguement for the two as you have with surge and ignite. they will both be filling the same "OH ****. Save me button." niche. heal should be made to heal all targets for the lesser amount but having 2 save me buttons will create the same niche confusion as surge and ignite but to a defensive standpoint.
These r my personal opinions and take them for what theyre worth but i will say surge IS a good summoner ability and it should be left in, as i personally find it a FAR better option than ignite... once again mainly cuz ignite is countered by a health pot.