User blog comment:Takingday/Item ideas for Melee Carries/@comment-25228021-20170220183227

Answering the call again. I wonder why you would change the names around, especially considering you're getting dangerously close to existing items with a couple of names.


 * 1) Strike Staff has an interesting effect in, however, the untargetability feels like it's too much. Being a passive has its perks, but in that particular case, an active effect feels more at home, as sometimes, you would rather avoid popping your dash, especially when it's on a 60-second cooldown. Talking about cooldowns, its cooldown paradigm makes it just as swingy as melee carries in general, and would barely remedy to their issues.
 * 2) Side note, due to its effect,  would best be entirely melee-only, if only to avoid the frustration of being an ADC point-blank. In this case, it is better to completely detract ADCs from buying the item altogether.
 * 3) Again, I would advise you to avoid putting items with AD and attack speed, unless one of the two is really minor in comparison to the item's cost, because the stats synergize too well. I think tying  and  in this case would be a lot better, but I guess that's just me. And why take away 's untargetability on the upgraded item? The rest of the issues are tied to Strike Staff.
 * 4) You completely broke Switchblade. Considering melee carries tend to get even more attack speed than their ranged counterparts,  would make them impossible to 1v1. Even in lane, the ability to negate harass is way too powerful and abusable.
 * 5) Berserker's Hand Axe is just as broken for reasons already explained.  doesn't make anything better, and if anything, only removes the counterplay options in the occasion where it isn't useless, and does so in a very bland way.
 * 6) Serrated Fang is okay I guess. I don't really get the limitation, nor do I think it's a very attractive option with  in the game.
 * 7) I'm baffled at Bloodrazor Fang. The life steal becoming  doesn't make a lot of sense when you've only got as much as, on which it is not , might I add.  stat passives exist to avoid players rushing for several times the same cheap, cost-efficient item, in case you don't know.  also doesn't make a lot of sense, as Will already mentioned just below.

As a global point, I want to mention again that the limitations on ranged champions often leave me wondering why you would limit them like you do when there are simpler, clearer ways. You also have to be a lot more careful when designing items. With the current recipes, your items suffer from a lot of competition from other AD items, but especially from one another. Your recipes only having ONE upgrade each is something to be remedied as fast as possible, even if this is not nearly as problematic as the rest of the issues the items suffer from.