All on-hit items need to be balanced differently for meele vs ranged

So, we recently saw with Kalista in LCK that on-hit as a stat is in general broken on most ranged champs. Meanwhile, most melee champs, including Master Yi, have a way harder time of using it since well, they are melee. This creates a balance issue that should be easily fixable, make all on-hit effects stronger for melee champs than on ranged champs. While some effects (Grasp, Frozen Mallet, Phage/Cleaver/Trinity MS, Glacial Augment...) already have this adjustment, some are missing it. Here is how I would fix all those items, nerfing on-hit for ranged users (looking at you Kog'maw, Kayle, Varus, Kalista, etc.) and buffing them for champs like Udyr or Yi, which should be able to use them, but can't since they are simply "balanced" around ranged champs: Also, if we have adaptive, why not use it? {{item:1043}} Basic attacks deal an additional 20 adaptive damage on hit, halved for ranged champions against champions. {{item:3124}} Basic Attacks deal an additional 20 adaptive damage on hit, halved for ranged champions against champions. Basic attacks grant +6% Attack Speed, + 2.25 Attack Damage and +3 Ability Power for 6 seconds for melee (values doubled, stacks up to 4 times), 4 seconds for ranged (stacks up to 8 times). While you have full stacks, gain Guinsoo's Rage. {{item:1419}} Basic attacks deal 6% of the target's maximum Health in bonus adaptive damage, halved for ranged champions against champions. Minimum bonus adaptive damage dealt is 20, halved for ranged champions against champions. Maximum bonus adaptive damage deal to monsters and minions is 100. {{item:3153}} Basic attacks deal 10% of the target's current Health as bonus physical damage on hit, halved for ranged champions against champions. Minimum bonus physical damage dealt is 20, halved for ranged champions against champions. Maximum bonus physical damage deal to monsters and minions is 80. {{item:3091}} 2800 gold, 50% Attack Speed, Basic attacks deal an additional 50 magic damage on hit, halved for ranged champions against champions. Basic attacks grant +8 magic resistance on hit and reduce the target's magic resistance by 8 for 5 seconds (halved for ranged champions). Stacks up to 3 times for melee champions, 6 times for ranged champions, for a total of +24 bonus magic resistance and -24 magic resistance reduction. Grants extra 6 magic resistance on hitting a target with full stacks for melee champions for 1 second. {{item:3115}} Basic attacks deal an additional 20 (+20% AP) magic damage on hit, halved for ranged champions against champions. {{item:2015}} {{item:3087}} {{item:3094}} These shouldn't be touched as they are focused on ranged champions. This should bring on-hit as a whole more in line to be able to balance it. This could lead to some adjustment needed for some champions (Azir Nashor's, Kog'maw nerfed Wit's End and Rageblade, Kayle, Teemo etc.), but I think, with the items in this way, the champions would be way easier balanceable since there is a clear power difference between fast attacking melee's and fast attacking ranged, like there SHOULD be. It is way easier for a ranged champion to attack fast than for a melee champ to attack fast. It obviously could also make some melee champs like Xin, Aatrox or Yi OP in the first place, but now, at least they have a reason to use on-hit again. Before the items were trash tier for them. And in general, those on-hit users have a very bad winrate right now, while ranged on-hit users in general have a too high winrate right now.
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