User blog comment:Rezardmaw/Bloodrazor proposed change/@comment-1330314-20160513130411

Thoughts on this:
 * You're right, there's going to be a point where Riot will have to rein in Bloodrazor's more generic power and make it more jungle-oriented, though the on-hit damage cap means it can naturally be raised as a simple solution. Currently the item's so weak it's not an issue, but it likely will be after it gets sufficiently buffed.
 * I'd be very, very careful about giving an item true damage, let alone max health true damage. It doesn't have to be entirely forbidden, but its complete lack of counterbuilding potential means you need to either place it on a mechanic with a lot of counterplay, or balance it exclusively around dealing damage to tanky opponents (or both).
 * I think the version you propose has two main issues: the first is that it falls back to a farm-y stacking effect that was one of the major factors behind the failure of on-hit jungle items (i.e. Devourer, but also before it). The second is that the stat conversion and base attack speed bonuses look overly math-y and difficult to grok: sure, the idea is that you're slowly making on-hit champions scale even better with attack speed, but on-hit builds already scale well into the late game. "More total attack speed" is also not really a niche, since every on-hit champion would want that. Jungle items don't really need a niche other than being jungle-oriented, but I don't think this is the best way to deliver on an attack speed-boosting fantasy.