User blog comment:Takingday/Item ideas for Melee Carries/@comment-25235491-20170112140527

I was asked to come over, so here goes.

I think you've taken a step in another direction - and that's good - but there's a few some points remaining that call back to the 1.0 version - and that's not good.
 * Hilted Dagger
 * Can you just never lose ? It takes a while to charge, but do you really wish people to be able to sit on 100 stacks?
 * You could be using instead of just saying 150-1050 (based on level). By the way  is non-linear, imperfect scaling due to gaining 100 at level 18...
 * I'm still confused about how works...
 * Self-snare is sort of a bad effect to have imo.
 * I don't think the melee-only restriction makes sense for reasons already explored.
 * Duelist Blade
 * You didn't learn the lesson about losing effects and stats from items you upgrade from, didya?
 * still feels weak, and the immunity to CC and damage during the dash is timing-reliant as hell, since it relies on basic attacks. Add to that the best range you can achieve with that is like 425.
 * There's something up: the item's health is given below everything else and doesn't display with the rest of the stats.
 * This finally gives a reason to limit the item to melee range.
 * Kofi's Quickblade
 * is awkward to make work.
 * The items in this thing's recipe give 55% attack speed combined. Why should this item only give 40%?
 * Losing is still a sin.
 * Crushing Dagger
 * needs 30 stacks to merely tie with passive damage.
 * If only one Hilted Dagger upgrade has, consider removing it from Hilted Dagger itself -- even though that would remove its niche.
 * An upgrade is an upgrade - we're not meant to lose some stats for upgrading into an item.