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Ignite gives like 200g of free stats -- why not nerf THAT part of it?

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M3TASH33P ?? Senior Member
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11-17-2012

Quote:
Originally Posted by PerfidiousAlbion View Post
Because it isn't a massive stat bonus? Or because people generally don't want to have ignite on cooldown any more often than they have to as it's main purpose is ensuring a kill.

If they completely removed the stat bonus gained it wouldn't impact how often ignite is picked in the slightest. Yeah they stat bonus is an efficient use of a single mastery point, much like all of the SS masteries are, but it isn't at all the reason people pick ignite. Ignite is picked because it drastically increases your kill potential, especially early game.

Personally I'd like to see it lose the healing reduction. Having the most commonly picked summoner spell be a counter a particular mechanic and having that have nothing to do with why it's picked is just bad design. People should have to change team or item build composition to counter you, not just do so automatically from what would be their summoner spell selection regardless of whether or not your team is actually using that particular mechanic.
Thats my argument for oracle vs stealth champs... pick stealth reveal champs and get pinks if you want to counter their kit, but 400g for mobile team sight is too strong.

 
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Zhico ?? Senior Member
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11-17-2012

Quote:
Originally Posted by CupcakeTrap View Post
Riot seems to think that Ignite needs nerfing, and I believe it's been nerfed for S3. Ignite IS a very, very common spell, which suggests it might be OP.

If you're going to nerf it, why not start with this massive stat bonus instead of Ignite's core effect?

Yes but without ruining it they increased the CD making it up less often making it a do i want to ignite or not, same with flash and that 5ad/ap isnt going to do anything, it may add some damage but its nto going to be game changing

 
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namora ?? Senior Member
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11-17-2012

Quote:
Originally Posted by Zhico View Post
Yes but without ruining it they increased the CD making it up less often making it a do i want to ignite or not, same with flash and *that 5ad/ap isnt going to do anything, it may add some damage but its nto going to be game changing*
*that's where you're wrong. 5ad/ap can change an entire game, which is why runes are so useful.

also, if anything the addition of barrier will help put an end to ignite more than bigger cooldown.

 
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Yoshiji1 ?? Member
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11-17-2012

Quote:
Originally Posted by PerfidiousAlbion View Post
Because it isn't a massive stat bonus? Or because people generally don't want to have ignite on cooldown any more often than they have to as it's main purpose is ensuring a kill.

If they completely removed the stat bonus gained it wouldn't impact how often ignite is picked in the slightest. Yeah they stat bonus is an efficient use of a single mastery point, much like all of the SS masteries are, but it isn't at all the reason people pick ignite. Ignite is picked because it drastically increases your kill potential, especially early game.

Personally I'd like to see it lose the healing reduction. Having the most commonly picked summoner spell be a counter a particular mechanic and having that have nothing to do with why it's picked is just bad design. People should have to change team or item build composition to counter you, not just do so automatically from what would be their summoner spell selection regardless of whether or not your team is actually using that particular mechanic.
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.

 
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PerfidiousAlbion ?? Senior Member
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11-18-2012

Quote:
Originally Posted by Yoshiji1 View Post
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.

 
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c0reyp0wner ?? Senior Member
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11-18-2012

Oh no 200g for a minute or two. It's going to completely ruin the game because a free 200g is so overpowered.
Seriously, this isn't an issue. 5 AD and 5 AP won't affect anything.

 
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Baculus ?? Senior Member
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11-18-2012

If you pay attention, the 5 ad/ap is actually a great weakness of ignite. It can easily let your opponent know whether or not you have ignite up.

Really is enough to win a lane with just that info alone.

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