NERF IGNITE FOR THE LOVE OF GOD.

Rathar Dashing··23 votes·5,519 views

There are so many ways to do it.

You could nerf the damage from 80-505 to something lower.

You could increase the cooldown from 210 seconds to something higher (along the lines of heal or flash).

You could have it not apply grievous wounds, a which essentially gives the spell even less counterplay.

You could have it not grant sight of the target for the full 5 seconds. That's unneeded.

You could lower the range of it from 600 to something more like 550, so it would require champs to take more of a risk in using it.

Point is this spell has no reason to be in this state in this season.

20 Comments

UnboundHades6 votes

or just revert the damage buff

Rathar Dashing1 votes

Exactly

ZephyrDrake1 votes

{quoted}

or just revert the damage buff

and then it goes back to the "why bother picking this at all" SS

Milton Fletcher3 votes

it wasnt that bad before lol.

it was either ignite/exhaust/flash/tp

now its ignite/heal/exhaust

since tp is fucking atrocious

5 minute tp cd btw.

kiss my ass. (Balance team)*

VermillionWolf1 votes

Lmao, now its ignite/ignite/OhShitIMisclickedHeal

ZephyrDrake1 votes

[{quoted}](name=Milton Fletcher,realm=NA,application-id=3ErqAdtq,discussion-id=6v1dqk8j,comment-id=000200010000,timestamp=2018-08-07T11:34:55.291+0000)

it wasnt that bad before lol.

it was either ignite/exhaust/flash/tp

now its ignite/heal/exhaust

since tp is fucking atrocious

5 minute tp cd btw.

kiss my ass.

"kiss my ass" sure dude, whatever you say

Milton Fletcher1 votes

I meant to end it with the balance team. Lmaook my fault

sevlesruoY kcuF2 votes

Ignite is fine. Get rid of Flash.

Rathar Dashing9 votes

RIP Immobile champions.

VermillionWolf4 votes

Super RIP at this point

CppL1 votes

Thats not gonna happen ,ever.

Firebeard2 votes

What if, and this is just me theorycrafting, they changed the identity of ignite from a "let's one combo the carry" to a "let's completely negate healing". So here's my thought: Ignite now applies grievous wounds, a 40% debuff to all healing effects, which is a sizable debuff. What if ignite's grievous wounds scaled though? from something like 10% at level 1 to something in the ballpark of 80% at level 18. This way the summoner spell is weaker earlier, but has a much more clear cut purpose later in the game. Mundo is a big threat? Lets cripple his ult for 5 seconds. Soraka exists and they have a fed bruiser? Let's even the odds some. Maybe the damage can be nerfed some to make up for the added value of the grievous wounds, but as I am a lowly silver player, I won't pretend to understand which values would be the most balanced. Regardless, Ignite could still be used as an execute, but it's real value would come from using it to negate powerful healing. Aatrox Darius DrMundo Fiddlesticks Illaoi Kayn Maokai MasterYi Mordekaiser Olaf Well, you get the picture.

Daddy Ants2 votes

Revert the buff from 8.6.

Hi im Faker1 votes

Ignite doesnt grant vision, but I would be down for 5min CD

Rathar Dashing2 votes

It does grant vision of the target you use it on. http://leagueoflegends.wikia.com/wiki/Ignite

Noor Sakata1 votes

[{quoted}](name=Rathar Dashing,realm=NA,application-id=3ErqAdtq,discussion-id=6v1dqk8j,comment-id=00000000,timestamp=2018-08-07T00:57:51.917+0000)

It does grant vision of the target you use it on. http://leagueoflegends.wikia.com/wiki/Ignite

Idk I feel like , Ignite grants vision but , when enemies go under tower ,I really don't think it gives vision

Guttler1 votes

I thnk Ignite could probably keep the same 505 max dps number, but the damage per level should scale more on the back end and less at the early levels.

Old ignite started at 70 instead of 80. Why not start it at 70 and move some of that 10 true damage to the later levels?

Ignite also gains 25 damage per level up. Lots of champions don't get +25 damage on a skill from level it up. Why not make the later level up increase Ignites damage more and lower the early levels to not be such a large ramp up.

Current Ignite seems to be at it's most powerful around level 6, where it's doing over 200 damage and champions have ~1000 HP.

Rathar Dashing1 votes

I personally am a fan of round numbers, so I think 70-500 or even 60-500 would be better. Or, as another upside, you could make it's damage be dependent on target's level. This was how they used to code lethality, because it was supposed to prevent snowballing by lowering the damage you do while ahead, but nerfing the damage you do while behind. But I guess they threw that philosophy out the window.

Leto GT1 votes

I don't understand why it had to be buffed damage-wise. What was the reason for the buff actually?

Emerald Fang1 votes

Pretty sure it was so people didn't take teleport all the time, but then they nerfed teleport so? Could be wrong.

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