To be completely honest I think
is going to need a rework since they are starting to screw around with the building paths and nerfing the core component for most of the champions who use this item (
). Rushing
is no longer viable since you are losing 15% of the attack speed that you would have received before (which the whole reason you BUY this item is because that early attack speed is EXTREMELY necessary for the success of these champions) and besides
is only used on maybe 10 champions regularly and even that is stretching it.
No longer fits into what Riot wants for League in my opinion which is niche items which EVERYONE can use circumstantially and I find the build path far less appealing if the core cdr item for the champions which DO use it is nerfed. It is far more likely that these champions will simply start using
for their cdr needs and supplementing
for a flat on hit item such as
which is cheaper (by 600g next patch) provides 40 flat on hit, 50% attack speed AND 65 MR when fully stacked.
Personally I believe that either
needs to be buffed to scale stronger since its going to be a stupid weak early build path or more likely, the champions who remain nearly completely dependent on this item need to be buffed or tweaked so that other build paths are viable.
To anyone who does not think this is a huge nerf, imagine if Riot removed 10% worth of a skill's damage from a champion because to the champions who use this item the damage of the spell is tied directly into their attack speed so if you remove 10% of the attack speed from a core item they lose 10% of the damage that they could possible be dealing during a trade with that skill (Kayle's E, Azir's Arise, Teemo's E) While I'm sure my math is more than a little bit off I believe this will correlate to 1-2 auto attacks per trade that these champions are no longer able to dish out early. now lets use Kayle in this example.
Level 4, having just backed and grabbed stinger Kayle has two points in her E, which deals 20 / 30 / 40 / 50 / 60 (+ 30% AP) (+ 20 / 25 / 30 / 35 / 40% AD) at each level accordingly.
Kayle's base AD at this level is 57, her base attack speed is 0.638 and her base AP is 0 though she will likely have a Dorans ring which will be 15 ap.
NOW 15% attack speed equals to .09 attack speed per second (think 0.64 versus 0.73)
35% attack speed equals .21 attack speed per second
50% attack speed equals .3 attack speed per second
So lets do the old damage first if you were to multiply all those numbers by Kayle's base stats at level 4 you get
OLD [(0.638+0.300)(30))+((0.3)(15
))+((0.25)(57)] = 46.89 per second
vs
NEW [(0.638+0.21)(30))+((0.3)(15
))+((0.25)(57)] = 44.19 per second
so, say you are in an extended trade for say 4 seconds while you peel say
, you now lose the possibility of dealing 8 damage per trade.
While that may not seem like much 8 damage per trade can be the reason your opponent walks away with 52 hp when you are dead versus you walking away AND this is assuming that you meet the maximum amount damage while you kite and do not miss a single stutterstep, stop at EXACTLY the correct time to hit again and start moving at EXACTLY the correct time to get into position for the next.
In actuality you will likely be losing 1-2 hits per trade due to this change assuming you are playing the champion at peak potential which will equal to around
2[((30)+((.3)(15))+((.25)(57))] = 97.5 damage.
While all of these numbers are based off of Kayle's stats I'm sure you understand all the champions who use
as a core item to apply their abilities damage will feel the sting.