A brief history of Ardent Censor, but first my opinion. Also Idk why I typed this.
Life on hit is just too strong. Okay, I said my piece. All the support mains can downvote me now. I'll also downvote myself since I'm a support main. Wouldn't wanna betray my people.
All I know is nobody ever complained about ardent in the past, but after 6.22 when life on hit was introduced, the nonstop QQ ensued. Not sure why we don't just revert the changes, or remove the life on hit all together. It's still a good item without it, it just means your ADC isn't going to be healing as if he has 250 dmg with vamp scepter without having to spend a single gold to get that healing.
To anyone unaware, here's some info about it in the past;
V4.10 Added
Recipe:
+
+ Gold 550 = Gold 2200. +30 ability power, +10 mana regeneration, +10% cooldown reduction. Unique Passive: 8% movement speed. Unique Passive: Your heals and shields on another unit grant them 25% attack speed for 6 seconds. This does not include regeneration effects or effects on yourself.
Received its on-hit damage later, omitting a few minor stat changes;
V5.10
Buff affect only champions. Attack speed buff reduced to 15% from 30%. Buffed champions deals +30 on-hit magic damage.
And then things started to go downhill in 6.22
V6.22
Combine cost reduced to Gold 600 from Gold 700. Total cost reduced to Gold 2300 from Gold 2400. Healing and shielding power reduced to 10% from 15%. Passive: Bonus attack speed increased to 20% from 15%. On-hit damage reduced to 20 from 30, now heals allies for 20 health.
Not sure why they decided to buff it in 7.2;
V7.2
Bonus attack speed on heals and shields increased to 20% - 35% (based on level) from 20%. Attack health drain on-hit on heals and shields increased to 20 - 35 (based on level) from 20.
Which brings us to the preset, where they tried to band-aid fix it;
V7.17
Bonus attack speed changed to 25% at all levels from 20% - 35% (based on level). On-hit magic damage and healing changed to 25 at all levels from 20 - 35 (based on level).
In my opinion, the healing should just be removed. Nobody ever complained about its damage in the past because the damage was never thought to be a problem. The healing is what made it over the top. Just think of how many auto attacks an ADC throws in a level 6~ fight. Now times that number by 25, and that's how much healing you have for an ADC who's average health pool around that level is give or take 1k. It really adds up, and can easily turn a fight in your favor.
In summation, I have no idea why I typed all of this, and it really doesn't matter because I don't believe riot reads any of these posts anyways. It really doesn't matter what happens because I don't have a say in it. I had fun formatting this though. Look at all those block quotes. It looks good, is easy to follow, and made me feel like I accomplished something even though I haven't. People should really use those more.
HF abusing ardent (especially on Lucian whos passive can proc it twice)
+
+ Gold 550 = Gold 2200.
+30 ability power, +10 mana regeneration, +10% cooldown reduction.
Unique Passive: 8% movement speed.
Unique Passive: Your heals and shields on another unit grant them 25% attack speed for 6 seconds. This does not include regeneration effects or effects on yourself.
is just the item of the month everyone wants to complain about.
...
then
/
. The healing is the problem here.
healing on-hit immediately from 850 range isn't very fun.