Quote:
Originally Posted by Roku
As for Surge - we definitely missed the mark. Originally Surge was envisioned as a team oriented spell, something similar to old Rally. After a few iterations it had to be toned down, but we didn't want to make the user feel worse for taking it. As it stands now, it does come down to which spell is going to give you more damage - Ignite or Surge. In an overwhelming majority of cases, Ignite will actually give you more mileage even if Surge sounds better. This becomes especially true later in the game as Ignite ignores armor / magic resist. Surge was fun to cast, and had good synergy with a particular couple champions - but a majority of the time it was actually a trap. There were some fun aspects of it - turret pushing, clever edge case uses, and getting bigger, but it overall was a false choice.
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So the problem comes down to which summoner spell is used more, Ignite or Surge, and how they scale? Oh and the false choice you mentioned. I believe it is because surge failed mechanically. Why not make it a true choice by specializing ignite for close range damage dealers like assassins and bruisers and make Surge reliable for long range damage dealers like AD carries and AP carries. Surge as it is has the right idea in that regard in that it will buff both carry styles. However it falls short because of the the synergy between the two stats. Attack speed for the AD and AP for, well you know.
Instead remove both of these stats and add in something both carry classes can use, An increase in either % damage or flat damage like ignite for the duration. this can be done in two
different ways.
A. It can add a Flat damage amount for each damage source(abilities and auto attacks) so it can rival ignite all game
B. A percentage of all damage dealt. for example a champion with physical, magical and true damage deals 100 damage in each category for a total of 300 damage before mitigation. in my scenario the character could deal instead 110 damage in each category instead.
Ignite should favor close range damage dealers by dealing more damage than surge along with the utility debuff but long range champions should have a viable offensive summoner spell. as it is, the range of ignite makes it difficult for long range carries to use ignite safely, often risking their positioning in a team fight.