Onhit item is never going to be balanced

The Deckowner··4 votes·340 views

It is basically a loop.

build On-hit items=rely on attackspeed and sustain damage=have to build tanky to survive long enough to do the sustain damage=not having enough damage

On-hit can never be viable unless paired with:

  1. Broken champion kit(Pre-unreworked Kog'Maw)
  2. Unbalanced item effect/stat(Sated devourer+Guinsoo)

both of which harms game balance tremendously.

The only times On-hit items are meta is when champions can build 1 or 2 onhit item then go full tank and still do carry level damage, thus being the so called "brusier" cough tank shyvana yi xin cough, only to have the items removed/nerfed/changed after the champions are nerfed heavily, leaving those champions in the dust.

oh wait, building 1 or 2 damage item then full tank and still do carry level damage? better nerf irelia.

13 Comments

Rebonack2 votes

Going one or two OnHit items followed by tank gear is pretty explicitly what OnHit items should be good for. They exist to provide a mid-game power spike that doesn't require heavy investment in purely offensive gear. That's why the Phantom Hit (and Koggy's re-reworked W) were both problems. They were trying to turn mid-game stats into late game stats when they shouldn't be.

If OnHit is going to ever be viable (and healthy) what we need are more items like Wit's End, a wedding of offense and defense, so that champions who are shooting for that mid-game power spike have a reliable way to keep the momentum going without flat up increasing their damage output by fifty percent.

DeathBurst2 votes

To elaborate on what you said:

AS+On-hit is supposed to be a mid-game power-spike with medium investment that allows to build some defenses. By opposition, AS+Crit is supposed to be a late-game power-spike requiring heavy investment and almost full glass-canon builds.

And both types of build are bad for caster focused characters, because spell ratios benefit more from flat AD.

Rebonack1 votes

{quoted}

To elaborate on what you said:

AS+On-hit is supposed to be a mid-game power-spike with medium investment that allows to build some defenses. By opposition, AS+Crit is supposed to be a late-game power-spike requiring heavy investment and almost full glass-canon builds.

And both types of build are bad for caster focused characters, because spell ratios benefit more from flat AD.

Correct.

And all three (IAS/OnHit, IAS/Crit, and IAS/AD) should all be viable build paths because they all cater to very different champion types.

Mira Arya Enthe1 votes

Especially this 'on hit damage' called AD, that can lifesteal, crit and applies on all basic attacks. It is always either broken or worthless in a given situation. Also attack speed means you can apply it more often.

Restless Slumber1 votes

I'm so confused with the point you are trying to make. On-hit isn't strong right now, so what is the point of this?

The Deckowner2 votes

not every post need to be a "QQ this is broken nerf pls" post

Restless Slumber1 votes

Wut? I'm still so confused. You still haven't answered my question of, what the hell is this even talking about?

The Deckowner1 votes

I talked about onhit being a unhealthy mechanic that is not going tob be balanced and rito shouldn't try make it viable?

Restless Slumber1 votes

Maybe it is just the presentation. But if that is the case, they are currently in a decent spot. On-hit items are niche items, which they should be. The meta should never be balanced around something niche, so that is a plus. And the meta also doesn't not favor them, they are usable, it's just that there a lot of better pickups at the moment.

The Deckowner1 votes

When onhit items are useless on 90% of thr champions and the 10% who use them are super underpowered. Being either very OP or UP is not healthy.

Rebonack1 votes

[{quoted}](name=The Deckowner,realm=NA,application-id=3ErqAdtq,discussion-id=cFYqi5Ee,comment-id=000100000000000000000000,timestamp=2016-09-27T18:21:40.536+0000)

When onhit items are useless on 90% of thr champions and the 10% who use them are super underpowered. Being either very OP or UP is not healthy.

I think I prefer niche items over items that are mandatory on whole classes of champions.

Requiemsfire1 votes

On hit effects can be healthy it's when a champion its when it goes a bit too far like it did with Kog'maw before is un-rework where he stacked on hit effects.

Personally though I don't like how item 3085 applies all on-hit effects or how all physical on hit damage isn't reflected by item 3075 as magic damage. That's my opinion though.

The Yetii Rider1 votes

Bloodrazor is a great example of this problem. You don't live long enough to apply enough stacks of the passive for it to be worth it. Even champions with huge AS buffs like Trundle or Xin are better off just going Warrior.

Bloodrazor pretty much only works for Warwick and Kindred now, and that's because Kindred's range means they have more time to apply stacks before dying, and Warwick gets to apply five stacks instantly.

More from Gameplay

More by The Deckowner