User blog comment:Rezardmaw/Bloodrazor proposed change/@comment-3003548-20160514083442

So the goal is to buff it in such a way that it stays relevant mostly just to junglers. Your approach being already discussed, let's first look at what changed from Devourer to Bloodrazor, and discuss some approaches. I'm not the most experienced (especially in jungle), so bear with me. Jungle-centric ideas are last paragraph.

If you got devourer sated at around 20 minutes, champs may be around level 12-ish give or take. This puts champ max health at around 1482 without items/runes/masteries (some quick estimated averaging of base health and growth). For Sated Devourer, you do 60 magic damage, plus phantom hits adding another 60 and other on-hits every 2nd (or 4th) hit, so on average, 90 (or 75 ranged). For Bloodrazor, it's around 44 physical damage and no phantom hits. If the enemy is tanky with health involved, we could expect something like 1640(lv12 tanky champ)+45(mastery)+144(scaling hp seals)+500(main defensive item) = 2329 and resistances from probably 2 items. BR does scale vs max health, so you do about 70 physical damage, but even though it gets better later, I wouldn't call it especially anti-tanky as some do. BoRK is more so because it has the 6% "burst" current health damage, and then an active w/ 10% max health + MS steal when current %'s less effective, decent lifesteal, and 25 AD for good measure, which all contribute decently to anti-tank (775 more gold for the extra features, which 25 AD is already beyond cost efficient to cover). BR is at least decent at picking off low current health tanks. Late game, when a tank will have 3000+ hp, BR does 90+ damage (for melee and ranged). As a side note, at least you can get both BoRK and BR (max % doesn't conflict with current % so much as that all damage does; if you're going defensive, don't go on-hit AS), and that's its intention (multiply on-hits with AS). TL;DR: BR is weaker than Devourer, but it scales whether you jungle or not.

Because BR doesn't need you to stop impacting lanes to farm, you can help snowball other lanes instead of being the snowball yourself, so self-effectiveness isn't quite as important (ie. BR shouldn't be as strong as Sated). In that regard, it just has to be worth the gold to make the slot more efficient (doesn't have to be your first completed item, though having some spike is nice), and compete with other usable enchants for your champ (assuming your champ fits it well enough). If you scale fairly well with AD and you have AA resets or AS steroids but no on-hits, then sure, 60AD from Warrior might not be a bad alternative, but BR should compete. If you're on-hit, then yes BR should show more strength. For that, phantom hit would be fitting over it having a better on-hit that AA resets and AS steroids would take more advantage of without additional items. More AS is an in-between solution. But this is assuming it actually should be buffed in DPS (or at all). Another approach might be to give a little lifesteal, since you want to continuously attack. It depends on what is really making it feel weak. Also, regarding the lv12 example vs average health w/o items resulting in about 44 on-hit damage, that would count as 1100 gold, bringing the enchant-only efficiency to 129%. Even vs Anivia, it would be 37 damage, 928 gold, for 119% efficiency. Whether it's in the best state, I don't know, but it may not be very far off. TL;DR: Should it even be buffed? As long as it does 25 on-hit physical damage (ie. vs 833 max health squishy champ @lv6, around when you get it), it's already "100% gold efficient" enchant-only-wise. And honestly, isn't 1000 gold for the non-enchanted smite item with all its benefits worth it on its own? (And even if not, you're getting it anyway.) So we can consider enchants on their own with some leeway (and it only takes "half" a slot).

An approach to keep it out of lane:

To keep BR more jungle-centric (if it really gets to the point that taking smite is as common as traditional summoners in lane; otherwise, it's potentially just an "option") we can have a stacks system where you expend your stacks as you use the benefit it gives you. Stacks could give you MS, which could leave as you move (maybe allowing for small movements at no cost), or they could give you higher % max health damage or some lifesteal (or a bit of both), losing a stack or so for each hit. Perhaps it could give a flat resistances bonus as long as you have stacks, and the stacks deplete in chunks of 3 when you hit a champion (only once per AA or skill; 1 second before depletion can occur again; disabled if under 3 stacks). This overall approach is an in-between solution since you are expected to actually jungle farm somewhat, but since the bonuses don't stack for a big single burst (but rather the length of time you can use them), it encourages you to get in lane and accomplish stuff. Another idea: it could even give extra gold per monster kill, if what's holding this enchant back is that it relies too heavily on scaling other items. Instead of a cost reduction, this would encourage some farming, as much as is seen fit.

Finally, as a heads up, supposedly PBE has a buff to 50% AS and 4% max health now.