Rageblade should just be removed to be honest
the item is really unhealthy and it creates unintended powerspikes and interactions with champions that already work fine without it but can abuse it to be way better than they should be
the item is really unhealthy and it creates unintended powerspikes and interactions with champions that already work fine without it but can abuse it to be way better than they should be
Rageblade Stormrazor Duskblade are 3 items that need to be removed from the game unless they wanna keep having balance problems with them every season / patch.
[{quoted}](name=Neptunia xoxo,realm=NA,application-id=3ErqAdtq,discussion-id=4GeImF4I,comment-id=0008,timestamp=2018-08-31T21:44:00.693+0000)
Rageblade Stormrazor Duskblade are 3 items that need to be removed from the game unless they wanna keep having balance problems with them every season / patch.
Idk why it hard to remove them like what they did to banner. Like they couldn't balance banner and removed it, why this 3 items didn't get removed special with them failing over and over in balancing them.
I mean, let's be honest, if they stuck to that policy then we'd lose over half our items.
I mean, let's be honest, if they stuck to that policy then we'd lose over half our items.
Still nothing spiking champions hard like them. And beside no other items get changed every couple of patchs like them.
Stormrazor is fine, they just need to make it ranged only
No, it's an issue within ranged as well. Stacking Dusk + Storm hasn't been an issue in a long time.
Whats the issue with ranged using stormrazor alone?

agreed
everytime it creeps back into popularity it screws the game
,
, and
would need compensation buffs if
was removed.
,
, and
would need compensation buffs if
was removed.
also.
How often do you see a rage-vayne? (The games where YOU play it are not included)
How often do you see a rage-vayne? (The games where YOU play it are not included)
A lot more than the stormrazor build.
Ah ok
Kai'sa is ridiculous, Kayle is likely going to get reworked and Kog'maw is fine without it.
I would agree that Kayle and Kog'Maw might need compensation buffs, but I somewhat disagree with Kai'Sa she's already a fairly good ADC. Been Top tier ever since her release (12 patches ago) in a row.
I think it's the double on-hit passive that's the issue. If riot got rid of that and buffed its base stats, it'd be fine.
[{quoted}](name=Linna Excel,realm=NA,application-id=3ErqAdtq,discussion-id=4GeImF4I,comment-id=0000,timestamp=2018-08-31T18:59:09.271+0000)
I think it's the double on-hit passive that's the issue. If riot got rid of that and buffed its base stats, it'd be fine.
It was a balanced item before the double hit passive was added to it. I don't remember which jungle item it was, but whenever it was moved to it that is what broke the item. I don't think there should ever be an effect that essentially doubles other effects from an outside source. Internal sources of a champs kit are much more balanceable but that doesn't make them better.
It was the good old Sated Devourer. It gave the same passive and once it was removed, its passive got added to Rageblade because yes.
Phantom Hit is like a coke addiction for on-hit champions. It gets them super high (WR) but deteriorates their health (nerfs) until they have no choice but to rely on it to function or they finally quit (on-hit synergy nerfed hard, AD/crit/AS ratios buffed) and are able to opt into AD builds.
The passive is what is unhealthy imo it should not double on-hits. That causes building on-hit items without ragenlade to be hindered useless.
I disagree, but I do think that it should be nerfed until it's a fairly rare niche item. Probably an unpopular/controversial opinion, but I think big multiplicative damage items should all be rare niche items that you only afford to get as last items if a game goes on for a really long time.
I feel like these items could all cost 3.6k gold each. That actually is the current cost of Deathcap, and I think it feels fair and right unlike these other two.
I also kind of think
should cost 3k+ and turn you into a lategame unkillable titan with %bonus health like Cinderhulk, but now I am getting far off-topic...
Take
take them with you so we stop giving champions a sudden burst in damage that not needed
im saying your wrong, that ive just grown attached to
over the years, but the other fuck em without one thought
[{quoted}](name=Hard AF Asol,realm=NA,application-id=3ErqAdtq,discussion-id=4GeImF4I,comment-id=00070000,timestamp=2018-08-31T22:52:04.736+0000)
im saying your wrong, that ive just grown attached to
over the years, but the other fuck em without one thought
They ruined everything i like about my champions, screw them.
like
and
and 
has never in any iteration been healthy
and
is just stupid becuase its like
hey we made damage creep so bad we need to give an item to mak tanks double trhier freaking hp to survive
oH mY gOd GuYs lOoK i'M wAlKiNg ArOuNd wItH fIfTeEn ThOuSaNd HeAlTh
mOm GeT tHe CaMeRa
rage blade should be re-purposed to be a (THE) core item for crit ADCs.
I would much rather we not have any kind of THE core item at all, item diversity and all that.
It is the RAGEblade, after all.
It's in the game because you want to make the opponent rage quit.
I think it should be reverted. Back to early season 6 state. When it didn't give that 2x onhit thing, but was just an item everyone could buy to get stronger in longer fights. Back then it was a super nieche item, that could be bought by adcs aswell as bruisers, in certain situations.
Every champion that uses it or used it made it look unhealthy. Doesn't matter if you had a lead against Jax,Kayle,old Aatrox,Adc etc. they will stomp you once they get those items. It's a crazy powerspike. Luckily tank meta is not fully here so those champs can't stack up Rageblade against them before jumping on you, but i do remember this season when as Jax i'd jumped on a fed Lucian after stacking Rageblade and killing him with just E+AA+W, tbh i thought he flashed there until i saw the notification.
Its ridiculous how much potential it gives and how it singe item can turn the game around. Agreed for this post
At Worst its just a crappier version of 
at BEST its the Phantom Hit engine that makes or breaks champions like

yeah I wouldnt be opposed to a 4th rework of this abomination
How is it a "crappier" item when the only people who uses Nashors is Teemo & Kayle...?
the two items havethe same goal of granting AP+AS and On-Hit damage however Nashors also provides 20% CDR. for most people this is much better than the "phantom hit" unless your character is specifically looking to abuse some on-hit stuff
master yi would be completely unviable in high elo if it was removed he's already bad enough as it is
You do realise that just by Guinsoo's existing as it does now it makes him impossible to balance right? Same to the other Guinsoo abusers.
I fucking hate these circlejerk boards. The downvote button is a button for posts that do not contribute to discussion, not an "I disagree, fuck you" button. Also, Yi DOES require Guinsoo's to be viable in high elo.
And? That just means that the item is so toxic that it's mandatory. Riot should find alternative items for him. Same applies to Katarina and Gunblade.
Yes, remove Guinsoo's. While you're at it, remove all of these:

Many of examples of champions that are garbage-tier without their core item.
Yes, I literally just said that Katarina and Gunblade is/was stupid. Also yes I agree with most of those besides Triforce and Jax.
I guess
and
is a different thing altogether so I'll remove that.
is quite the special case however, having 2 core items that he absolutely NEEDS or he's garbage tier.
I guess you can kinda build
instead of
but it's very sub-optimal late-game when you have all the waveclear you need built into his kit and really can make use of the MS and damage reduction.
I mean, Triforce is a fine item and Jax is somewhat fine it. He only becomes a real problem upon completing
as well.
As for Yasuo, yeah, poorly designed champion.
the problem with
is that they pretty much are REQUIRED to get
/
. It's completely one-sided, where if they get those items they snowball and hardcarry no matter how far behind they are, but if the game doesn't last that long they're fucked.
It just seems pretty unhealthy if you ask me.
is kind of similar in that regard with
but he at least has a flexible build... he can build any of these as alternatives

Good
Yep
Or rework it to be a Adaptive item
40 Adaptive Damage 30% Attack Speed
UP: On hit 10 + (10% Adaptive) damage UP: On hit gain 1 stack of Ginsoo's Rage (2 for melee), each stack rants 10% attack speed for 5s (Max 6 stacks) You can go over 250% attack speed with this.
(Removed the ghost hit bullshit)
To be honest the item itself would be reasonably healthy if it didn't had the Guinsoo's Rage Passive (the Passive which applies on-hit effects twice). Without that it would just be a simple Mixed Damage (AD & AP) Attack Speed item.
That Passive used to exist on the Devourer jungle item enchantment a long time ago before it got removed and the passive moved into a new item which is now known as Guinsoo's Rageblade.