Riot can you tell us about the state of Wit's end?

Irelia Bot··1 votes·327 views

Who you want to consider buying it?

Is it intended to only be somewhat regularly bought on a couple of champs like Warwick and Kog and once in a great while by a few others? Just basing this on the current state of the item and who actually buys it which only has Kog Kayle, Teemo and WW buying it in more then 10% of games.

What reason it has to be bough over other options? This seems to be the biggest point it is lacking currently.

Is the Malady passive really something that must be kept in the game on an item like Wit's End or would it be better applied an AP item comparable to what Black Cleaver is like currently?

12 Comments

Requiemsfire2 votes

It's odd, it's a damage item designed to negate magic resist that only really works for champions that deal magic damage primarily and have a high attack speed/steroid to make full use of it.

MunchCrunchLunch1 votes

its a kayle only item at this point because shes the only one that can go pure on hit successfully. well not really pure on hit more like ap on hit.

Irelia Bot1 votes

And she builds it in less then 10% of games.

EDIT: currently at 16.6% but still hardly a common pick up.

MunchCrunchLunch1 votes

yeah i guess its situational

in general. on hit. is lack luster. and riot needs to make it stronger. but they probably wont

LordGeovanni1 votes

to do so they would need to make vaynes w lower so she doesnt go full ape shit

MunchCrunchLunch1 votes

they can always nerf it for ranged. which worked during devourer era. it wasn't abused by range. it was probably lackluster. but it was still okay on kindred.

LordGeovanni1 votes

vayne and kog the only real on hit adcs still abused it and when they do nerf things for ranged champions the people who play ranged champions complain as if sitting in the back of the team takeing no damage but dealing a shit ton is fair and they dont even have to bild defensively to not immediately blow up

MunchCrunchLunch1 votes

kog isnt a prob anymore

LordGeovanni1 votes

highly doubt it its just that he wont be doing the same thing in the same way but that doesnt mean thats automaticly not a problem

LordGeovanni1 votes

I used to build it on supports to first build it on tank supports to defend against ap supports while suplimenting damage to get me and the adc fed and let the adc have a free lane if my enemy was bad. But all the champions i used it on get nerfs Taric lost 2 damage spells and passive with fixed attack speed and damage split over 2 attacks to do what 1 attack could before damage and cd refund wise. braum damage nerf on pasive and q. tahm damage nerf on what was his ultimate to now his passive and i think other places in his kit. leona spells damage nerfs cant always rely on allies to proc sunlight it becomes unreliable and feels bad. then there was the attack speed nerf to the item itself then the damage nerf. I hope that some day that it will build into an item with the previous 50 attack speed and 200 hp, and that riot sees the place for attack speed hp items

Lovelle1 votes

Its build path needs to not take up three slots honestly. That's the main thing that keeps me from trying it on anyone. Barely any champion, that primarily deals damage, wants to sit on a Negatron Cloak or a Recurve bow for any length of time. The build path is fine for champs that scale well with attack speed and lack luster on everyone else up until theyre able to completely purchase it.

It's not a bad item, but the problem is finding the right time to build it and that's largely due to its inconvenient recipe.

Rebonack1 votes

Unfortunately I don't think Riot really has a good grasp on what they want OnHit itemization to do.

Phantom Hit suggests Riot wants to try to push it toward having more late game scaling. Problem is, if you're an auto-attacker then AD/Crit/IAS is going to be superior damage output all the time forever barring weird kit effects (farewell, machine gun Kog W).

Right now, OnHit is basically 'here's a thing that gives auto-attackers a mid game power spike I guess?' which isn't terribly compelling.

Personally, I would prefer to see Riot try to give OnHit a unified identity. Items like Wit's are, I believe, a good foundation. Wit's would be pretty decent if it had other items it could pair with. If there were more tanky magic damage OnHit items for Wit's to augment, then suddenly it wouldn't be restricted to just champs who already have magic damage OnHits to toss around.

I would say make a 'new' component item. Let's call it Malady. Malady builds out of Recurve, Dagger, and a combine cost. It gives 40% attack speed and 30 magic damage OnHit. Malady could then be combined with a defensive item (Negatron for Wit's, QSS for Dervish Blade, Warden's Mail for an attack speed stealing item, Giant's Belt for Ionic Spark, ect). So what does magic damage OnHit become? A gaggle of IAS/defense items. The sort of stuff that a bruiser would want to build.

One goal here is to make all the items augment each other somehow. Wit's shreds resist. Faebane (Warden's Mail item) steals base attack speed OnHit. Ionic Spark splashes OnHit effects to secondary targets. Maybe have a new version of Madred's that grants magic vamp in the same fashion that Death's Dance gives physical vamp. Basically, everything feeds into everything else. In terms of raw damage, Crit/AD would still win hands down. But OnHit would allow beefy front-liners to eat some focus and still dole out damage.

Barring a total re-haul, I think I would be comfortable giving Wit's ramping OnHit damage rather than a MR shred effect just so it would be more attractive to a wider range of champions. I would still miss the flash shred, though. Wish Koggy still had his flat shred on Q, honestly. Eating 70 MR from people was hilarious.

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