Originally Posted by Yoshiji1
The heal reduction is the only thing keeping ignite viable later into the game, it's hard to get someone low enough for ignite to kill then past level 10 or so. The heal reduction stays useful, however, ignite anyone with high sustain (WW I'm looking at you) or an adc with high life steal and wreck their day.
Two problems with this.
1. If something is strong enough early game it will still be picked even if it's weak late game.
2. 410 true damage remains quite viable late game.
If you're able to kill someone without ignite, and obviously damage dealers can, then ignite will always make that easier for you. If you need heal reduction to counter the opponents champion selections then you're already expected to tailor your own champion selections to do so. If you need to counter your opponents builds late game then you tailor your own item selection to do so. It's possible they'd need to introduce more healing reduction items, but if a summoner spell is going to be useful in countering a mechanic then it shouldn't be one of the strongest picks regardless of that mechanics presence.