Talk:VPBE/@comment-24710280-20151221061552/@comment-24385282-20151221180525

Exactly. Ranged champions tend to put themselves at more risk to burst down an enemy, as often one of their more powerful damaging spells (or CC spells to line up the damage) requires them to go at a closer range or somehow inhibit themselves from being as safe as they normally would be if merely poking instead of bursting. Melee champions who are intended to burst, on the other hand, almost always have a built-in escape already, so they don't need any help with getting out after going in. But, ranged champions, being ranged, already have the advantage of not having to go as far in to get off their own full damage combos.

Both ranged and melee champs have separate advantages and disadvantages of having to go in to burst someone down, so neither really deserves a better bonus, but if either did need more help with mobility, it's definitely the ranged champions. Here's what I propose:


 * Dealing 35% of a champion's maximum health or reducing their health to 0 within 2 seconds grants you 40$ bonus movement speed (halved for melee champions) for 2 seconds. Melee champions enter stealth for 0.5 seconds. (30 second cooldown)

Not only is this more well-suited for assassins (killing an enemy from 25% health within the time frame should arguably still grant the bonus), but it also grants benefits specifically fit for both melee and ranged bursty champions.