User blog comment:Takingday/Item ideas for Melee Carries/@comment-1330314-20161230165100

I'm going to have to echo the sentiment of some of the other posters here and say that you've effectively posted the same blog twice in the space of about three weeks. It would've been better to flesh out your previous blog and contact people to comment on it, especially since this post also looks pretty bare-bones, and could've used a bit more polishing. For example, it's usually good practice to put some notes next to your custom item to explain the idea behind it, what it's intended to do, how it works, etc., and in the case of Quickblades 1 and 2 it would've been useful to explain the differences between the two and what you want to achieve with either iteration. Your items have a lot of text attached to them, so it's difficult to fully understand everything about them at a glance.

As for the items themselves, while I like the idea of giving light fighters options for blocking damage, I don't think this implementation is the best, for many reasons: the core issue with this item is that it builds stacks up over the course of a fight, when you'd need its damage reduction most at the very beginning, when everyone has their cooldowns up and can drop them on you immediately when you're in the middle of their team. Additionally, while 100% damage reduction would be great on squishy champions, any value below that would synergize most with tanks, since it multiplies their effective health, which is also why currently becomes abusive with tankier builds. A more minor issue is that you haven't added a melee-only restriction to the item line, which I'd advise, as marksmen would otherwise gain access to large situational amounts of durability, something they really don't need right now.

My advice would be to sort of reverse your item's effects: have your item generate stacks over time, at X stacks, you'd gain either a passive or an active that would provide a spell shield (the advantage to this is that it would also block CC, which can be devastating on light fighters), and then you could generate further stacks with basic attacks, with crits providing additional stacks. Having a single, strong effect on a cooldown would be better than having smaller, more constant amounts of mitigation in terms of appreciable power, and would also provide more options for both sides: a light fighter would feel much more comfortable initiating with a spell shield on, but the opponent playing against them could also hold back on their strongest abilities until the shield pops.