User blog comment:ClayHuang158/Flamberge/@comment-26378838-20160524135200/@comment-26378838-20160525083123


 * 1) There are two things that people consider on-hit:
 * In a stricter sense, effects caused by abilities that are triggered by basic attacks, which is probably the definition you use;
 * In a broader sense, all effects that affect how basic attacks behave.
 * I normally use the latter definition and I see 2 on-hit effects on passive, 2 on W and 1 on R and for me 5 on-hit effects makes his basic attacks too bloated for proper balance.
 * That's why I said to invest on only 1 (or even 2, if you want the W proc to stay) on-hit effect and weave the kit more into it.


 * 2) 75 units isn't much longer range, that's not even a hitbox. I know that behave differently when it comes to damage, but not when it comes to pure mechanics: they're 2 short dashes that only deal damage on arrival. His W is the only one that can be used as an escape tool, but is very shoddy at doing that considering it has less range than a.
 * Why not make his W range at least 600 or increasing both his Q and W range to at least 450, switch the unit-targeted dashing from Q to W and make Q have pass-through damage rather than on-arrival, considering it doesn't have a proc to work with? I think Flamberge would benefit more if his dashes were more diversified mechanics-wise and have a proper escape tool.


 * 3) I'll be crystal-clear about what I think about the ultimate: ditch it.
 * Increase Flamberge's gain per level to4% from 2.8% (so he can have be the biggest  value on League alongside  and just a bit ahead of ).
 * Make an ultimate that enhances the on-hit effect you choose to glorify but by mechanics and not just a temporary boost and make it multi-cast (like ) so he can proc the 2 second cooldown reset on all abilities multiple times if the player is skilled enough to land all ultimate casts.

Hopefully I made my thoughts on the champion clearer.