User blog comment:Willbachbakal/(Summoner Spell Concept) Streamlining Summoner Spells/@comment-25235491-20161020134229/@comment-1330314-20161020192645

Thank you for the feedback! Responding to a few of these points:
 * I agree, Phase might be too strong simply because of its duration, and if that's the case then reducing it to or 1 second would likely balance it for its cooldown. I think it's worth removing Barrier for it, because even though the spell slightly differs in use from Heal, there's so much overlap right now that one of the two needs to go, which is also why Heal got its movement speed boost, originally.
 * I agree that my Exhaust's slow is really, really slow, but that's also the point, and is also why I lopped off half a second off its duration and its resistance reduction. The goal was to make it universally effective against both casters and autoattackers, which I may have overshot a bit.
 * 20% max health true damage is about equal or less than 70-410 true damage against the average squishy, so in the end I think it's a slightly less roundabout way of providing the same additional burst damage. Sure, it takes less time, but Ignite itself tries to counter healing against it, and reduced burst windows are going to be less of an issue post-Assassin update. Also included in the assassin update is Redemption, which currently deals 10% max health true damage in an AoE, with 5500 range on a 120-second cooldown... and can be cast while dead. The effect might likely get toned down in the future, but I think it goes to show that my Ignite doesn't stray that far from canon in-game effects.