Tag: ignite

Does Ignite need a damage nerf?

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I’ve been playing Brand this week for my Champ of the Week, a champion with incredible harass and bursting power capable of easy kills as early as level three. It’s been a lot of fun, but I can’t help but think that he’s a little OP, a problem that gets exacerbated by the use of Ignite. I run Flash/Ignite on Brand as I do on just about every AP carry in the game. It adds a little extra burst to his rotation and gives me the power necessary to get through healers, lifestealers, and spell vampers (vampires?). As with any “must-have” skill, I can’t help but wonder if Ignite isn’t a little bit broken, at least from a damage perspective, so I bring the question to you. Does Ignite need a damage nerf?

One of the big problems with Ignite is that it scales with level and is typically carried by characters in solo lanes. As a result, characters with a level advantage further the gap above duo lanes and junglers with that increased damage. I was playing a game the other day as Lee Sin in which a Cho’Gath, who had 3 levels on me, hit a Rupture, Ignite, and Feast for 100% of my HP. Ignite accounted for nearly 300 damage. I think I was level 10. Doesn’t that seem a bit excessive? He already has a huge advantage in level, so why give him additional free damage? I think one possible solution would be to tone down the damage-gain-per-level a bit and make Ignite deal damage based on the target’s level, not the level of the caster.

I don’t think we can get rid of Ignite altogether. Characters like Mordekaiser, Akali, Udyr, Lee Sin, and Nasus all justify the existence of the skill, to say nothing of healers. Ignite is also incredibly useful for getting through the Tanky DPS in the game. Unfortunately, Ignite is almost necessary to bring down the tankier characters, but that necessity makes the skill too effective against characters without a 3000+ health pool. Take Talon – he’s a melee assassin that has no way to escape a fight without Flash. Once he ults, he’s done, and being that his ult is his best offensive skill, it doesn’t make sense to burn it for escape. He’s already more susceptible to the kinds of AoE damage we see from Annie, Brand, Malzahar, and their kind. Ignite unnecessarily amplifies his vulnerability, making him an easy kill in most situations.

Now that you have the case against Ignite, at least in its current form, what do you think? Does Ignite damage need a rework or is it just fine where it is?

Patch Day: Season One patch note roundup

Xin Zhao commando.

It’s that time again, and though I have a load of thoughts about the Season One features I still want to cover the changes to the actual game. The Season One patch actually brought a lot of champion and game changes with it.

The most notable change, in my mind, is the Cleanse change. Prior to the nerf, Cleanse was the skill I saw most often at the loading screen. Now, though, it feels almost useless. As of the current patch, Cleanse only removes CC effects, silences, and blinds. That’s right, ignite cannot be cleansed. Neither can Morgana ult, Kaiser ult, Malzahar ult, or any of the DoTs in the game. This is a huge buff to the characters that rely on ignite for their killing power (Kat, Ezreal, Shaco) and a big fat nerf for most carries. I should also note that Cleanse does not work on Exhaust, even though it’s a slow/blind.

Among other general game changes, Revive now grants 225 percent run speed as a diminishing buff on use. Ignite also got a small damage nerf. The jungle has been normalized a bit so that one side can’t get an advantage over the other simply by lucky dual-golem camp spawns. Twisted Treeline experience is a bit different now that Grez no longer grants global XP/gold for the killing team. It will still be important, but won’t snowball nearly as badly. Turret damage is also up a bit, and there’s been a change to the way inhibitors respawn. Inhibitors always stay down for five minutes now, and if all inhibitors respawn, the nexus and nexus turrets become invulnerable. Just bring down one inhib to win the game.

There’s a new item in game that should make junglers happy:

New Item: Wriggle’s Lantern
+35 Damage, +30 Armor, +14% Lifesteal
UNIQUE Passive: 20% chance on attack to deal 500 damage to a minion.
UNIQUE Active: Places an invisible ward with 1100 range sight and lasts for 3 minutes. 3 minute cooldown.

It’s a cool item, especially because of the ward. It is a little on the expensive side when compared with the marginally greater cost of Madred’s and the much more valuable attributes on Madred’s. Still, the free ward is really nice.

On to the champion changes – I’ll be writing a separate post regarding Xin Zhao so check back for more info.

Heimer got nerfed versus turrets again – concussion grenade deals 50 percent less damage to turrets and has a slightly longer cooldown. It won’t fix all of the problems around Heimer but it will probably make people cry a little bit less.

Kassadin has received a bit of a rework. His W skill no longer drains mana and instead restores it on every hit (good for non-mana targets). It also now has an active that increases armor penetration by quite a lot. I don’t think it fixes his problems – he has to blink in to serious trouble to deal damage and then can’t really escape – but it should help if you want to try hybrid/AD builds. He also gains more attack speed from his passive than before.

Kayle caught another nerf – no splash damage on turrets and a Divine Blessing move speed nerf. I think this pretty much cements her as a useless bag of crap unless you can get a legendary farm over your opponents. With a shorter ult duration and less tower pushing, she’s pretty much back to her pre-buff level in my opinion.

Pantheon received even more surgery. His stun now scales in duration so you should be able to avoid a little Heartseeker damage early. His spearshot is now more expensive/less-spammable, and Aegis has had its CD normalized to 12 seconds. Overall he should be a little more fun to play in the early game (no more eternal cooldowns) and a bit easier to avoid in terms of damage output.

The rest of the changes are pretty small – a slight damage buff for Veigar, TF PaC can’t be dodged, hit box spells like Feast, Fling, and Consume are a bit easier to cast and a load of bug fixes. For the full list, read up on the official forums.

LoL: Summoner spell selection

Annie.I’ve had another weird streak of losses recently, so I thought it would be good to cover one of the basic concepts that can have huge effect on the outcome of your games. Summoner spell selection can be the difference between a win and a loss, as perfectly illustrated in a Twisted Treeline game the other day.

On opening my team was two tanks and an Annie. I thought we’d be okay, because Annie can actually do quite well on Treeline with good backup. The problem was, she didn’t take Cleanse. With two tanks and Annie, who do you think the other team will pick first? If I remember correctly, our opponents included a Shen and a Warwick. Every fight went just like you’d imagine. Either Warwick would ult Annie or Shen would taunt and she would die, almost instantly. I even asked her at champion select to consider taking Cleanse, but she called me a noob and told me to “just watch.”

Next time you’re struggling for a win, take a look at your team comp and think about who the first target will be. If you’re running on TT, you should definitely take Cleanse. It’s incredibly rare to have a team without a stun, and you’d probably beat those teams anyway, so making the sacrifice for cleanse won’t seem so bad. On the flip side, take a look at the other team’s skills at the loading screen. Note the players with Cleanse or another escape skill like Flash/Ghost and try to focus the others.

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