Riot's On-Hit Masterplan?
Recently discovered this and I think I'm into something.
First, let's take a history lesson.
On-Hit builds, especially full on-hit carry builds, have been something that Riot has been struggling with for a long time now. Their first attempt was Feral Flare which failed massively and was so broken that it had to be scrapped - it basically was an earlier version of Sated Devourer, an on-hit jungle item with scaling dependant on how much monsters you've killed.
Then, later, Fervor got introduced alongside the reworked Guinsoo's and Sated Devourer, which made on-hit builds broken yet again. On top of that, the reworked 5.0 attack speed Kog'Maw was a thing.
One after another all these things disappeared too - Sated Devourer got replaced by Bloodrazor, Guinsoo's was reworked into an item that was pretty much trash for the longest time and Kog'Maw got re-reworked - things have already been looking grim for on-hit champions but then Fervor was reworked to give AD instead of on-hit.
At first I thought this was desastrous. What was Riot thinking, how did they expect things like Kog'Maw or Shyvana to survive? A lot of shitposts from my part and from a lot of other people on the boards ensued. At that point in time, old Fervor was pretty much the only thing keeping on-hit carries somewhat alive. At that point I thought, after trying so many times, they've finally given up on on-hit carries and are now trying to somehow force normal brusier or AD builds on them.
Looking at this patch I just saw that I was probably wrong. I think Riot had all this in mind all along and had the following plan:
They knew on-hit carry builds were hard to balance and they also knew about the shitty situation of them after old Kog'Maw, Sated Devourer and old Guinsoo's were removed because they weren't able to balance them. They didn't rework Fervor because they gave up on on-hit carries, they removed it because it was the last factor in the game that was keeping on-hit builds from being balancable.
Old Fervor, Sated Devourer, Guinsoo's, old Kog'Maw - all these things made it so that if you buffed on-hit champions or items for a little bit, these factors would just make it so that on-hit carries would be broken again because they abused them so much.
The buffs to BotRK and Guinsoo's that we got this patch and that they needed for a long time couldn't have gone through with the old Fervor existing. With the new Fervor, these items can be buffed without risking a Sated Devourer/Guinsoo's/Kog'Maw desaster 2.0. They've also been extra careful and didn't directly put these buffs out on the preseason patch, but waited 2 extra weeks just to see how the changes to Fervor would affect on-hit champs.
Maybe this is finally the point where on-hit carries can be balanced, a point where they don't have to be either broken or somewhat trashy no matter what you try.
The buffed BotRK and Guinsoo's could also just turn into what old Fervor, Guinsoo's Sated Devourer etc. used to be - items whose mere existence would decide whether or not on-hit builds are either broken or underperforming, because their balance rose and fell with the power level of these factors.
But I think that this might finally work and put an end to the on-hit balance rollercoaster,
mains, cross your fingers.
I don't know how long they had this in mind - if they planned to do that right after the patch where they re-reworked Kog'Maw or if they only had this idea some time before the preseason but I love it.
Maybe I'm just making things up though, would be awesome if someone could confirm this.
was buffed cuz it only provides the ability weaken healthy targets (% of current health) killing them is a different story in comparison to other items. and
was buffed not due to it being weak, but cuz u lose out on atkspd when u upgrade to it ( its inconsistent and odd ).