Does anyone else think the less used Summoner Spells should be reworked?

Strategic diversity dies at the summoner spells. There are only 6 summoners that are used and those are, {{summoner:3}} {{summoner:14}} {{summoner:11}} {{summoner:12}} {{summoner:7}} {{summoner:4}} One for each role and one for the every role. The others aren't bad they are just thrown under the bus because of how useful the others are. {{summoner:2}} {{summoner:13}} {{summoner:1}} {{summoner:21}} {{summoner:6}} {{summoner:10}} I think they need to be updated. With clarity giving increased base mana regeneration, barrier having different modes that can be upgraded into or clairvoyance giving increased sight to summoners and alerting them of nearby wards. Something along those lines of changes. They are all very specific summoners that are only chosen to troll or counter pick. Riot wants counter play to stop being "I ate some oranges and it was K" but the 6 summoners above all allow for great counter play if just adjusted the right way. Turning the current summoner spell tunnel vision into the choices you have to make when building your champion. You could get an Infinity Edge for that damage but you will lose out of time of buying that item, attack speed and other items that can give much higher crit chance.

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