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.
Vlad. Barrier, Ghost. Tower Diving at level 2 like a boss, yet again. See previous post.
(For those newer players who don't remember early Vlad, here is your set. Harass with level 1 Q, screw farming. This zones them, you hit 2 first... It actually -helps- if their jungler ganks you now. Auto-attack, Q, Auto-attack while running at their turret, pop ghost and pool... sit under them with the pool until they've almost nothing left, come out of the pool, hit them with a Q on the way out. The barrier now lets Post-Repeated-Nerf-Vlad now do this once again, as all they did really was lower his early game survivability for dives such as this, the barrier no matter how small makes up for this, being as he can already almost get away with it lacking about 50-70 hp to pull it off clean. Escape through their jungle. Fin. Repeat until they swap mid lanes, then do it to them.)
For Quality Assurance, you must not actually -play- very often. Me, and those like me, who've played since 2009, are going to capitalize on this summoner spell, and the 'Tower Dive' Mastery, until you either remove it and stick it back where it belongs (proving grounds), or ensure that the only games played are ranked, being as we got bored of ranked about a week after you came out with it.
So far the only intelligent changes I've seen are those to the jungle. Step it back up, RIOT, or have you forgotten your original creed of 'This game will never merely be about making money..." as stated by Udyr some two and a half years ago.