read all of that too, and while zenonthestoic indicates a desire to do away with it, he also indicates dissension on the point from feralpony, and xelnath kind of only talked on drain tanks and heal gating.
theres a reason every team needs at least one ignite if not more than one.
for another thing the combo of DOT and grievous wounds hard counters heal by cutting heal amount in half then ticking for around double the healed amount(presuming equivalent levels).
it's very useful if you are not a mage or support who builds morellonomicon to boot(which applies it with magic damage to targets below a health threshhold only, much like executioners something below 50%hp) as a way to endure. however ignite is not enough in and of itself. take the discussed mundo case in that red discussion. his ult costs 20% of his health, to regen more, and can occur once per minute or more.
ignite would have a 210 second cooldown. that means used to counter something like mundo, even if it works, and you kill him that time, he will likely be up again and able to ult two more times before ignite is off cd again.
and swains just mana gated which can be worse.
with respect to adcs everyone knows how they counter thornmail right? more lifesteal!
how do you counter lifesteal??
and in the cases of glass cannon cored lawnmowers that crawled out of top, what happens when you put a botrk, ravenous hydra, AND bloodthirster together? 42% lifesteal in aoe with %hp damage and an overheal shield. then we ramp it up with spirit visage maybe? what if they went deep into defensive tree for that boost when below 25% health? or perhaps they took a guinsoos got it procced to get its passive buff then, as say fiora, pressed r. when you start looking at almost total damage conversion to health and or overshield... possibly on top of some inherent regen or healing ability, and typically being buffed in the inherent hp/5 due to being melee.
i know at this point things aren't going to get better until we can break free of the esports tourneys looming effect on changes, but a large pass really needs to be done that puts the sustain nerf pass from prior seasons and their marksman changes pass to shame and dust.
hell, everyones still focused deeply on abilities that heal or debuff same, or the active components like lifesteal.
a simple health potion restores 150 hp over 15 seconds or 10hps. a warmogs grants 1000hp and restores 1% of hp per 5(!) seconds, for an item based 2 hps, making a basic health potion 5 times more powerful than what warmogs provides in and of itself. to make warmogs passive as effective on the regen side you would need 4000 health in addition to the health on warmogs itself just to equal that 35g health potions 15 seconds of shining. i specifically raised the point over the strength of health potions when the discussion was ongoing to change irelias hiten passive to what it is now, and cut ww down , and more in toplane, YEARS AGO. they eclipse everything early game.
which brings us to the new style they keep adding. %health damage. slightly more than 1/3rd of the champions in league possess it in some form inherently. those that don't have access to liandries and botrk.
so its becoming a decision point. do they continue and expand the %health damage and do away with grievous, or do they actually put sustain sources in check and remove it, or do they continue the horked up little bit of everything?