Talk:Ignite/@comment-68.8.222.209-20120107092736

This summoner spell is both overpowered and a total crutch. Often times, when playing as a carry or a tanky dps, this spell completely ruins the game's fun for me. Not because it causes me to lose, not because I die to the last tick of it (which does happen frequently), but because even towards the later stages of the game, this stupid spell pops up on my death recap as the highest plurality of damage, sometimes in the 20-25% range! I've literally taken 3 ignites in a team fight in which it did over 40% of the damage that was required to kill me. Seriously, this spell literally does 1/4 of the damage required to kill a ranged carry late in the game which is genuinely absurd. Not to mention the fact that it also does true damage equal to half of all incoming heal, regeneration, and lifesteal/spellvamp for 5 seconds. This is pure hyperbole, but assume you're a Caitlyn with 2 attacks per second, 25% lifesteal, and are generally critting for around 600 damage. In 5 seconds you will attack 10 times dealing 6000 damage healing for 1500, but oh wait, you got ignited, you now take 410 + 750 + 7.325(half base regen/5 at 18) for a massive 1167.325 true damage. which is about 233 damage per second. Ignite needs to deal its damage over 2.5 seconds, still 5 ticks, still true damage, but for about 25% less damage than it does right now because it's getting ridiculous. Unless they put a shield summoner spell in the game, this one needs some nerf bat.