User blog comment:Takingday/Item ideas for Melee Carries/@comment-25228021-20170122172350


 * 1) Hilted Dagger
 * 2) I would advise against mid-tier items having only 10% crit. Riot has put  at 20% for a reason, and that's because 10% crit means you rely on a lucky crit to win trades, a situation very frustrating for both sides, really.
 * 3)  is a lot better than  was. But I think it could do without the add-ons of duration extension and partial refresh, as they add too much text for the little good they bring. Untargetability in general is more useful for melee champions than for ranged ones, since they're a lot more often in range of enemy attacks. Alternatively,  could be restricted to not work on ranged champions, but that's the brute force version.
 * 4) Duelist Blade
 * 5) I like this version of . Giving everyone an Ekko E auto attack helps melee carries a lot. Sadly, you need to land no less than 5 attacks beforehand. I would rather see another condition for rush to be primed, but I'll let you figure this one out. Also, I don't think building from 2 mid-tier crit items is a good idea.
 * 6) Swift Switchblade
 * 7) Tongue twister. Since it's a mid-tier item, settling down for Switch Blade or something alike is a lot better imo.  is really strange. It makes zero sense to get 1 stack every two auto-attacks, and the ranged champion random bias strikes again. It would be a lot easier to say that  blocks or parries one attack when it's up.
 * 8) Kofi's Quickblade
 * 9) The name on the tabber still hasn't been fixed.
 * 10) 15% cdr on a finished item.
 * 11)  still has the stuff that's too much on it. It also should allow the user to use it in the direction they want.
 * 12) Crippling Dagger: I think the enitre idea is bad. Here's why.
 * 13) AD and AS shouldn't be associated on an item because it's a lot more reliably good than associating any of the two with crit.
 * 14) Slowing turn rates. It only makes the game feel unnecessarily bad for the opponent.
 * 15) Crushing Cutlass
 * 16) Again, the item's workings are really, really clunky, so much I don't really feel like reading it. Do the math.

As a whole, it was a good idea to split passives into different items. The rest of the execution is unclear and making 3 lines instead of 2 ended up terribly, especially when all of those mid-tier items can only be upgraded into 1 item.