Prevent Ignite from Proccing Electrocute
Ignite counts as a spell toward the three spell or basic attack proc of Electrocute. The interaction between the two spells, while synergistic and appropriately costly, removes the gameplay element of having to land three spells or basic attacks to receive the reward of greater burst whenever Ignite is off cooldown, since Ignite is a point-and-click spell that does not interrupt a champion’s actions.
Here are examples of Ignite-Electrocute combos that can happen surprisingly quickly. They generally involve an engage or crowd control ability, followed by Ignite, followed by a basic attack.
Zed: E-Ignite-AA Leblanc: W-Ignite-AA Fizz: Q-Ignite-AA Ekko: Q-Ignite-AA
The Ignite cast of these combos does not interrupt movement, casting, or basic attacking, letting the champion using them make their burst more fast, frontloaded, and reliable. While this improvement increases assassin performance, the gameplay it rewards is degenerate when compared to the original promise of Electrocute’s three-hit burst. The assassin also remains free to keep an escape or further damage ability off cooldown to finish a kill with a flash-combo.
The immediate counter-argument to removing the interaction is that Ignite can be off cooldown. The answer to it is that Ignite starts every game off cooldown, and that if this interaction is granting Electrocute users early kills or even first bloods that they otherwise could not have obtained, then those kills ultimately matter most to the snowballing champions who take this keystone.
Remove the interaction, and Electrocute’s original requirements would be enforced again. No more proccing the keystone with a summoner for a lane kill. Instead, landing a combo would reward Electrocute users with a proc as intended.