When you ignite- your abilities deal extra % damage but heal reduction/tick dmg is decreased

FlameWulph·1/6/2018, 10:44:17 PM·2 votes·561 views

I feel this would be a healthy playstyle change for the summoner spell. The purpose of ignite is to boost kill potential for burst centric champions, allowing for a better chance of getting a kill when you all in. Right now it is primarily used to kill secure low health targets (watching ignite tick away as they chug healthpots is a super lame way to die, and to kill someone) or just as a heal reduction. It is utterly useless vs tanks late game (excluding mundo, maokai and healing tanks, however in which case it is just straightup cancer and unenjoyable for them) , and feels extremely underwhelming when using against an adc with a janna/others shield support. Also it really doesn't make a difference for assassins when killing a squishy enemy target, you rarely see an assassin wait for ignite to come up before they choose to kill someone.

Summoner spells such as heal, flash, barrier, tp, cleanse are incredibly useful at all stages in the game. Players rely on them to win fights, and often choose not to fight due to not having those spells up. Ignite should feel the same way.

4 Comments

DontTouchMyBall1/6/2018, 10:51:54 PM2 votes

Ignite purpose is to secure kills early. Kills that in this meta are responsible to snowball games out of the thin air aparently

ignite puts a lot of pressure on its own, and it also counters another summoner by its nature summoner 7

I think it doesnt need any sort of buff in my opinion.

EDIT: withe the new runes...... well I hadnt taken them into account.... I know nothing, just na opinion

FlameWulph1/6/2018, 10:50:46 PM1 votes

also with the addition of triumph, ignite really took a hit. The damage with ignite should come with the burst not after as another ability