User blog comment:Willbachbakal/(Summoner Spell Concept) Streamlining Summoner Spells/@comment-26815373-20161016201057/@comment-1330314-20161016204059

Thank you for the feeback!

Re: Ignite, I agree that making the damage instant rather than a DoT would reduce some counterplay, but at the same time, I think summoner spells are probably the one element in the game that don't need counterplay to work. Each spell is meant to be this very reliable, extremely powerful effect, which is why I think an instant Ignite could be acceptable (plus it's fun to smite people even now with.

As for Clairvoyance, I originally thought of bringing back this really old test-only spell called, which basically revealed the whole map for a few seconds, but I feel any vision-specific effect is likely to be restricted to too few roles, i.e. marksmen, junglers and supports, and might not really provide high moments in the same way as the other spells, since it would mostly provide a massive out-of-combat bonus.

Clarity, on the other hand, is a spell I personally really dislike, as external resource bar refills in a game like League tend to be useless at best, and a crutch at worst, and the base effect is boring. Because mana is a resource only some champions have, I also think it fails at one of the core characteristics of summoner spells, in that it's not universal. Taking the spell on a manaless champion like or  effectively wastes a slot almost completely (the AoE restore is a minor saving grace, but still not nearly worth it), which is also why I wouldn't want to combine it with Heal, even if it would fit a more general restoration theme.

I'm also not 100% sure on Exhaust slowing projectiles (I wanted the spell to be effective in combat against mages and marksmen, beyond the cast/attack speed slow), though I do think that no effect should be held back from summoner spells purely because it's very powerful. Summoner spells are meant to be extreme instances of power, and already provide things like blinks, teleports and massive true damage, so if an effect manages to have a good functional niche, but also be generally powerful (this is where projectile slowing might fail, since it might be a bit too specific), it could be worth having as a summoner spell.

As for Heal stacking with itself, I think that's fine, because technically any summoner spell can (and likely should) be ridiculous if used my several people at once. Teleport x5 can transport an entire team globally across the map in seconds, Flash x5 does that instantly in a smaller area, and even stuff like Smite x5 or Cleanse x5 can make for some funny and (very) situationally OP setups. I'm OK with Ignite x5 insta-killing anyone on the other team, or Heal x5 healing everyone back to full health from near-death, because even though that's a pretty powerful combo, it's one that requires multiple summoner spells, which would be a massive investment.