Rageblade discussion.

ForTheCode·5/12/2019, 9:08:12 PM·2 votes·2,285 views

Is flat %15 Penetration (from scaling by level to %15 Penetration) really a sufficient compensatory reallocation of power from the Phantom Hit nerf? Rageblade is already an item you want to pick up 3rd or 4th on most champs which is late enough in the game that the penetration difference is minimal and dwindles to nothing, but the item itself has been significantly nerfed.

I don't disagree that Phantom hit needed to be nerfed (as Riot say, to shift power away from the high synergy champs with on-hit effects in their kits to a more generic item) but isn't there a way of keeping the overall power of rageblade as well?

I hope the balance team will look at Rageblade further because it's an extremely unique and fun item to use, and it doesn't have to be abusable to be that way.

How would you tune Rageblade to have the same overall power as 9.9 but have it distributed more evenly across its multiple facets so it became more accessible to more champs without it being oppressive on 3-4?

Perhaps if we come up with some good ideas, Meddler and his team will take notice?

  • More AD/AP?
  • More %penetration?
  • A %10 buff to the phantom hit, keeping the "every third" attack proc?

15 Comments

Dracocrash5/12/2019, 9:55:31 PM3 votes

It is meant to be a straight up nerf. I have no problem with rageblade being viable but with the way it is right now, it is eliminating build diversity in champions and I would much rather they keep it nerfed, than balance champions around it. (RIP Kog'maw)

Khuri5/13/2019, 3:50:47 AM2 votes

This nerf is just riots way of saying, "Welcome to the League of Tanks". No one will buy RB after these nerfs.

XJ999999999999995/12/2019, 9:13:39 PM1 votes

too broken of an item. remove it so other attack speed items get more love. making all your effects go up that high with 1 item is broken.

Moonscourge5/12/2019, 10:40:42 PM1 votes

I'm glad they're taking this approach and that they're not compensating any of the champs that got it. Rageblade is often a second item and honestly some niche builds might really enjoy getting additional penetration early in the game.

Rebonack5/13/2019, 3:48:15 AM1 votes

Riot seriously just needs to remove Phantom Hit and balance Rageblade as the hybrid answer to Whisper/Voidstaff.

Clever Phrase 5/18/2019, 12:08:38 AM1 votes

So - read everything so far. The answer, and the issue, seem much more straightforward to me. Let's start with the issue, which no one so far has addressed and Riot themselves stated. Champs like Jax or Vayne who have an on hit effect every 3 attacks had fantastic synergy, while champs like Kog Maw, Varus, or Teemo with built in on hit fx every attack got a uniform buff. The solution ? Not to shift the trigger to the 3rd attack which is obviously a massive nerf and why we are all here. It's also not to nerf the champions with 3rd AA synergy and revert the item as suggested in this thread. The solution is to have the item be a uniform on hit buffing item when it's stacked. Simply put, before if every other AA triggered on hits twice, this added some more effectiveness for users with on hit effects over 2 attacks, but doubled the effectiveness of users with 3rd AA triggers. We need something in between. " When stacked, on hit fx are perhaps 33% more effective. " In simple numbers, if your on hits gave 100 damage per AA, now they do 133, every AA. For a user who gets 300 on hit damage on their 3rd AA, they now get 399 damage, same as the standard user over 3 autos (133x3=399). I say effective instead of damage too because perhaps they make a champ who does CC on-hit or make Ashes slows on hit FX. The item would behave as a uniform on hit buffer, no more effective for 3rd hit users than every AA ones. It could be tuned independent of its effects on just some select champs. In a sense it would be like a Deathcap, but for on hit. I don't think the item should give Pen personally as that has nothing to do with on hits and is available elsewhere.