So what if Ignite lasted for 10 seconds but did only in total 60 to 400 damage over the 10 seconds?

Irelia Bot··3 votes·1,600 views

It would make it a strong choice against sustain champs who sometimes literally only have to press R to start healing everything but remove the damage as being as big of a factor as to why you would take it.

This would make it 40 + 20 per level true damage in total.

Ideally summoner spells should be taken based on the situation. Exhaust can be a good option for a high damage enemy while Ignite would be good for sustain threats and TP would be good for better map control.

4 Comments

Frosted Tips4 votes

You would or would nearly out regen it.

invisiblecat11 votes

10 seconds is a little too long

Supports would take it almost 100% of them time, completely killing off heal and healing supports

5 seconds is good, as you should be forced to use summoners at the right time to make a play, rather than just pressing it because its a free kill

It just needs lower damage

Frosted Tips3 votes

Just revert the stupid buff they gave it.

oldbuddy1 votes

http://leagueoflegends.wikia.com/wiki/Ignite So one is proposing it does less damage over more time, but with a 10s duration to reduce the healing done for 5 seconds longer? This would reduce the rune into being so niche that it's either teleport or exhaust/cleanse for mid/top as an un-intended possible spill over of such a change... For botlane, in the case of an ADC possessing a Vampiric Sceptor and getting away then proceeding to auto-attack minions in an attempt to not burn to death from the ignite it would actually reduce the effectiveness of ignite as opposed to the intended outcome of "being a strong choice vs. sustain champs". Then there is the consideration that 5 seconds longer does not really align with the length of time that trades actually last in the first place and so for example --- The enemy Soraka gets to cast another heal after her and Jinx get away and even though it's reduced due to ignite, the Jinx may have died beforehand with the upfront damage but now she won't---

The thinking behind this idea is too special snowflake from what one can deduce. It's hard to think of situations in laning phase aside from an extended all in where this would make ignite stronger vs. sustain, and it's arguable it would even achieve this because the upfront damage being reduced may very well in a majority of situations allow your ADC to die where the ignite would've simply taken out the target due to higher upfront damage before. The all in team fight situation one assumes must be what the OP is aiming at is a situation one would suggest is solved simply by building grievous wounds, and if it's not then a longsword start rushing an upgrade into Executioner's Calling and sitting on it until later is cheap and criminally under-utilised.

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