User blog comment:Elphrihaim/Clarivoyance...?/@comment-9048637-20130806162226

The way to buff Clairvoyance? Remove Flash. Seriously, I think there's something wrong with a summoner spell that EVERYONE pretty much has to take. Well, actually, Supports don't really need to take it, but try telling that to the idiots in Solo Q who flame you for the audacity of being a Support and taking, say, Heal and Exhaust, thus no Flash. I feel Flash as it is does more to make the game boring than it does to enliven it. I recognize that there are some pretty skilful plays one can make with it, but much more often it's just used for cheap escapes in lane. Therefore, I'd like to see Flash as a summoner spell removed and maybe replaced with a few items with a similar Active (akin to the old Yordle Stompers) - that way, if people really feel it's core to their gameplay style, they can expend an item slot on it. And, in the mean time, the tyranny of "FLASH OR N00B" is dealt with, and we might actually see some variety in the summoner spells people take.

But as for Clairvoyance itself, I think it's fine as it is. Its problem as it stands, besides the problem of the meta being that even Supports need Flash and Exhaust just being too good for the other slot to pass up, is that to make adequate use out of it, you need much higher team coördination than one sees in Solo Q i.e. 90% of the games people play. You also need to be able to predict enemy movements, particular those of the enemy jungler, not to waste it, which is a difficult skill and far above that of most players, particularly seeing as Support is traditionally regarded as the trash role which no one bothers to learn how to play effectively (despite the fact that I'd argue that a good Support can do more to secure their team victory than any other role). So yeah, spell itself is fine. Just the game around it that has issues.