User blog comment:Takingday/Item ideas for Melee Carries/@comment-1330314-20170220105308

Your new items have some interesting ideas, but there are still a few balance and design issues that remain. Rush, for example, has its upgrade lose its untargetability: you generally don't want to lose any kind of power when you upgrade your item, so it might be better to take the untargetability out of Strike Staff and just make the effect an on-hit dash. Deflect is a potentially awesome effect, but a champion basic attack block on every autoattack is far too strong ( has the same block, but requires 4 attacks or spells). Surge feels like it could be rephrased to be a bit clearer (e.g. "increased by 1% per 1% missing health", which is more standard and would have the same numbers as your description), and I question the niche for Reaper's Greed: if your opponent is on the verge of death, why increase your own survivability? Would it not be better to increase your kill threat against them instead?