User blog comment:Willbachbakal/(Summoner Spell Concept) Streamlining Summoner Spells/@comment-25228021-20161017195159/@comment-1330314-20161017222350

Thank you for the detailed feedback! It's good to know at least one other person seriously considered a League without Smite, and I was expecting a lot of negative feedback for that. Honestly, at this point I feel most changes around Smite have ended up trying to justify its existence, more than they tried to create better gameplay overall, which is why the Smite buffs didn't work out and the jungle items are fairly boring.

Onto the specific points:
 * Yeah, Phase is really strong, and probably too strong. I originally made it last 1 second on a 210-second cooldown to not overshadow, but then I decided it was fine for a 300-second cooldown ability to be as powerful as an ult.
 * I also agree that Ghost might be too strong with the invisibility it gives, and I basically applied the same reasoning (the idea also came from a prototype summoner spell idea I had that offered much tamer stealth).
 * I feel there's enough of a difference between Ghost and Flash for them to be used differently (Ghost is better in combat and allows for infiltration, whereas Flash allows for clutch extra reach and movement over terrain). As a total immunity spell with no mobility, Phase is completely different in both form and function to the other two, and I don't see it conflicting at all with those spells in terms of use cases.
 * While I agree projectile slowing might not be the best, I don't think it would make it support-exclusive at all. If anything, that specific feature might make it popular in top lane, simply because most mages and even some assassins rely a lot on their projectile abilities.
 * I might have stripped a bit too much from Heal, but at the same time, I'd rather it be picked for its healing power, and not for some extra bit of utility tacked on to make it look more appetizing. Heal originally got its movement speed boost because it and Barrier did pretty much the exact same thing, and it needed to be a little different, but with Barrier changed into something completely different, Heal would likely not need that bonus to be attractive, since it would still be extremely strong and uniquely good in its own situations.
 * I'm comfortable with Ignite being used only as an execute, though I feel there are many occasions where it's better to pre-emptively use it, whether it's because you might not sure if you'll be in range to use it later, or because the damage opens up other opportunities, e.g. by increasing execute damage or negating out-of-combat bonuses. Supports in kill lanes would also likely love to use this pre-emptively just to set up kills better.
 * I could possibly cut TP's channel to seconds or even just 2 seconds, though I'm not sure if it needs that much more power to be as popular as it deserves to be. I'd say the map would also need some adjustments (e.g. a more attractive top jungle) in order for other players to migrate top, instead of having top laners always migrate bot.