My thoughts and suggestions regarding the state of Mobility and Ignite
###Things I wish could be atleast considered to be nerfed minorily or adjusted in some way...
Ignite
- Too dominant.
- Too overpicked in all roles (Top laners are taking this after TP nerfs, most aggresive Midlaners, Some Junglers lately, And pretty much all Supports that are skipping on taking Exhaust).
Mobility
- Too powerful as a Gap Closer now.
- Makes Ranged Marksman's and Artillery Mages's so called range advantage useless/meaningless due to not being able to kite properly due to catching potential that most Mobile champions have.
- Mobile champions are starting to prove to be far more effective and sometimes being able to do the same job that some Immobile champions offer.
###Some potential consideration ideas for lowering Ignite dominance...
- Higher Cooldown (potentially from 210 seconds to 270 seconds)
- Keep the damage the same, but increase the total damage duration from 5 seconds to 7.5 seconds which would lower the DoT damage (level 18 damage per second from 101 True Damage to 67.33 True Damage).
- Make it less effective when used twice on the same target (same as heal, when used twice).
###Some potential consideration ideas for lowering Mobility dominance...
- Make it cost more resources such as more Mana/Energy (which would create more strategy thinking rather than just jump in and jump out for the sake of trading)
- Lower the power emphasis on the mobility abilities and put some of that power into other abilities.
- Lower the Base Movement Speed of really mobile champions (Ivern 325 Base Movement Speed where as Lee Sin, Wukong, Tryndamere, and Yasuo have 345 Base Movement Speed + some of their items grant them even more movement speed (Zeal, Phage + Phage (Rage Passive), Youmuus Passive, Phantom Dancer)
###What do you think of the state of Mobility and Ignite? Do you agree with any of the suggestions? Any kind of feedback is appreciated.




