Guinsoo's Rageblade

bydimitri99··8 votes·1,757 views

This is a post to try to have a buff in the item 3124. Beacouse that item is too nerfed right now, especialy to champions like Aatrox Jax MasterYi Nocturne Shyvana Tryndamere Warwick ,** the melee champions that buy it now and are too low in win rate.**

In my opinion it has to cost 3500 and stack in 5 hits or less

There is the math of the 5 hit guinoo's stack:

**Without Guinoo's ** - 1 1 1 1 1 1 1 1 1 1 =10 **With Now's Guinsoo ** - 1 1 1 1 1 2 1 2 1 2 =13, but the next one is not ghost **With Guinsoo of 5 hits ** - 1 1 1 1 2 1 2 1 2 1 =13, the next one is ghost

(1 means single hit. 2 means hit and ghost hit)

It's not a buff that will do it brocken but it's not a bad buff.

19 Comments

Valexfor3 votes

I've never seen a Kha use rageblade, but that's another topic. On the main topic: rageblade should stack faster for melee, but the item is not weak right now and the cost is good imho. Still would like the old 2 stacks per melee hit since right now the item tends to favour ranged champs far too much.

Fives555552 votes

Agree with the melee double stack, it's just unfair to play a melee champ vs ranged champ. The ranged enemy has usually 3+ stacks before the melee can even get to them and pull of a single basic attack.

Fable Man2 votes

pretty sure they made this change purely because of the double on hit effects and its toxic effect on champions likeJax andXinZhao jax more so then xin because of his ult and passive interaction with the item, I also feel like they cant reduce the price of it because of champions likeVayne MasterYi and not that many people used to double strike passive on her butVi is incredibly strong with it, and I feel they are just at a teetering point where they cannot make the item health for melee champions without making it overly accessible and strong on everyone who has on hit procs you don't want to see coming faster

Valexfor1 votes

If double stack it's toxic for melee, single stack is toxic for ranged: A melee can be kited easily, so a ranged (even against a jax or a xin) will have at least 2/3 hits on you before you can actually attack them and you also have to waste a gap closer do reach them usually (and against a vayne or a tristana it's pure bs, they're untouchable) so it's just not fair for melee this way. If you think about it, with how things are right now a ranged can easily stack on a melee those 2/3 hits, so when the melee gets on top of you he has to hit you 6 times, while you only needs another 3 hits, but if we give the double stack to melee, you will both stack it pretty much at the same time. Also the toxic behaviour wasn't the double stacking itself, but the strong sinergy with devourer, that let melee charge rageblade in 3 hits while ranged had to do the full 8 hits (I don't remember if runaan worked with the stacks though), giving melee a HUGE advantage over ranged. Now that devourer is no more in the game, the double stack should be re-implemented since it would just even the field, it's just not right that if I fight a vayne, by the time I reach her, she has 3 stacks, then she condemns me and I still didn't hit her once so if I manage to reach her again I will need to stack it from 0 stacks while she will have full rageblade already and, if she could, she's probably killed me 4 times before I actually land my first hit.

Skias1 votes

[{quoted}](name=fable man,realm=NA,application-id=3ErqAdtq,discussion-id=qRjfFJ47,comment-id=000000000000,timestamp=2016-05-22T17:48:44.459+0000)

pretty sure they made this change purely because of the double on hit effects and its toxic effect on champions likeJax andXinZhao jax more so then xin because of his ult and passive interaction with the item, I also feel like they cant reduce the price of it because of champions likeVayne MasterYi and not that many people used to double strike passive on her butVi is incredibly strong with it, and I feel they are just at a teetering point where they cannot make the item health for melee champions without making it overly accessible and strong on everyone who has on hit procs you don't want to see coming faster

This is exactly right. I think they need to just move Guinsoos away from AD Champs like Yi and just focus on keeping it on Jax/Kayle/Teemo etc. Master Yi has always been AD/AttackSpd/Crit/Movement. Those should be his only "stat bindings" or whatever they call it.

It would also be nice if they would fix that nasty Alpha Strike bug, but I've never even seen a Rioter address it.

Fable Man1 votes

I feel like they just need to remove the effect from the game, I honestly don't understand why they moved it to another item because riot said it was impossible to balance on a jungle item and putting it on a laning item isn't helping the problem, I feel that if they want it to be healthy again they should actually create a healthy effect other then applying on hit effects, like what they could do is make it so rageblade builds up to 10 stacks with some sort of AD and AP buff meele building 2 stacks every other attacks and then ranged building 2 stacks every 4th attack;

in other words melee would build 1 3 4 6 7 9 10 and ranged would build 1 2 3 5 6 7 8 10 so melee would build stacks slightly faster but gain more of them earlier then ranged would giving them a greater burst potential early in a trade, then at max stacks give the double on hit effects, and maybe for melee have the stacks falling off decay over 3 seconds and ranged a 2 second decay of all 10 stacks

Skias1 votes

[{quoted}](name=fable man,realm=NA,application-id=3ErqAdtq,discussion-id=qRjfFJ47,comment-id=00000000000000010000,timestamp=2016-05-25T12:55:21.057+0000)

I feel like they just need to remove the effect from the game, I honestly don't understand why they moved it to another item because riot said it was impossible to balance on a jungle item and putting it on a laning item isn't helping the problem, I feel that if they want it to be healthy again they should actually create a healthy effect other then applying on hit effects, like what they could do is make it so rageblade builds up to 10 stacks with some sort of AD and AP buff meele building 2 stacks every other attacks and then ranged building 2 stacks every 4th attack;

in other words melee would build 1 3 4 6 7 9 10 and ranged would build 1 2 3 5 6 7 8 10 so melee would build stacks slightly faster but gain more of them earlier then ranged would giving them a greater burst potential early in a trade, then at max stacks give the double on hit effects, and maybe for melee have the stacks falling off decay over 3 seconds and ranged a 2 second decay of all 10 stacks

It would end up being garbage because no melee will be able to stick that long and not already kill their target or die. Youd be better off with 100% crit and IE.

Fable Man1 votes

no it wouldn't, you would do what you do with jax now and hit minions to build his passive stacks or monsters and then with stacks falling off rather then all collapsing at once would give melee's longer windows to engage, I just feel like the idea of giving melee two stacks simply because they get kited is bad reasoning because most of the people who want the on hit effect benefit from rageblade already have low cooldown gap closers and some form of cc, and to be honest I don't think they need it because if you look at the melee champions who want to use it as a build path for its effect, they generally have large amounts of on hit effects, so if you want a double stacking for melee then something has to give

you either need to get 2 stacks for every attack 2 4 6 8 10 then you get double on hit effects or you have to suffer through having to build stacks while being kited by people with your low cooldown gap closes.

Skias1 votes

[{quoted}](name=fable man,realm=NA,application-id=3ErqAdtq,discussion-id=qRjfFJ47,comment-id=0000000000000001000000000000,timestamp=2016-05-26T05:13:16.672+0000)

no it wouldn't, you would do what you do with jax now and hit minions to build his passive stacks or monsters and then with stacks falling off rather then all collapsing at once would give melee's longer windows to engage, I just feel like the idea of giving melee two stacks simply because they get kited is bad reasoning because most of the people who want the on hit effect benefit from rageblade already have low cooldown gap closers and some form of cc, and to be honest I don't think they need it because if you look at the melee champions who want to use it as a build path for its effect, they generally have large amounts of on hit effects, so if you want a double stacking for melee then something has to give

you either need to get 2 stacks for every attack 2 4 6 8 10 then you get double on hit effects or you have to suffer through having to build stacks while being kited by people with your low cooldown gap closes.

3800 gold for a slow as hell ramp up that you will likely get CCed out of and lose. Sounds like garb. Could easily just build something cheaper and more reliable.

masterdragon4813 votes

Kha'Zix should never be picking up this item. Neither should tryndamere.

That aside, rageblade is underperforming very badly, I agree. However I also understand that Riot didn't want to repeat the "rageblade on everyone" problem when the reworked it last time.

It losing its aoe and it losing the ability to double stack on melee attacks were huge hits to its viablility; currently it is WAY to expensive and doesn't give enough combat stats/ survivability to be worth the buy.

Azlagor3 votes

i think the stacking for guinsoos should work the same as for favour of battle. Right now, it's just the same issue as befor the change(only with overall less power): In a 1v1 splitpush scenario, it is really strong as you can reliably reach full stacks, most of the time even befor fighting a champion, and then stick to your opponent for huge dps. In a teamfight however, it's really hard to get those 6 stacks as melee, and even harder to stay around for some more AAs to actually use those stacks, and with out full stacks, it's just weak.

xxxMadLionxxx2 votes

I thibk the stacks should last longer so you have more time to get into a battle with it on

Arakadia1 votes

They don't want them to happen from what I understand. They want you to have to build the stacks in battle.

bydimitri992 votes

Sorry i fucked up puting Khazix i wanted to put MasterYi He is just in the bottom place [slayer-pantheon-thumbs]

Irelia Bot1 votes

Or... you could buy Wit's end or Trinity force next patch since wit's will cost less and Trinity is getting attack speed in place of the crit chance.

MunchCrunchLunch1 votes

yeah trinity force is gonna become god tier on jax again. can't wait top lane jax incoming.

bydimitri991 votes

I rly think that guinsoo's has to stack in 5 hits, if u calculate it's only 1/2 hit more, see with this example:

**Without Guinoo's ** - 1 1 1 1 1 1 1 1 1 1 =10 **With Now's Guinsoo ** - 1 1 1 1 1 2 1 2 1 2 =13, but the next one is not ghost **With Guinsoo of 5 hits ** - 1 1 1 1 2 1 2 1 2 1 =13, the next one is ghost

(1 means single hit. 2 means hit and ghost hit)

Darkslayer851 votes

The cost is fine, but it needs more raw stats

Bodkins Odds1 votes

It need to have 25% AS base and have the AS per stack lowered to 4%. That's it.

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