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Did some testing in practice tool and found that that all variants of on hit builds featuring rageblade seem to have worse damage output than crit based builds with less attack speed.

This strikes me as... not right? Does anyone build rageblade anymore?

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over 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Garretz

All on-hit ADCs like Runaan's, so it should be about 60% crit chance.

And, either way, the idea isn't to keep stacking crit items if you pick Rageblade. It's the opposite: you are supposed to build it when your champion is going to sit on low crit chance, so you convert that somewhat 'undesirable' stat into something consistent and of value.

Rageblade's design is fine, the problem is on the numbers. They nerfed both the cost and the damage output from it, 'cause on-hit ADCs were outperforming their crit peers in early pre-season.

Now that IE got adjusted to be a better 3rd item and other crit items got some buffs, they should roll back the nerfs they gave to Rageblade.

Agree with this dude. I think we have the levers and mechanics in place to pull this item into viability, just a matter of pulling them. I actually planned to do some analysis/number crunching this week/weekend on this item to see what's up and where exactly the power is missing.

over 3 years ago - /u/RiotRayYonggi - Direct link

Originally posted by Psychout40

If they actually made Kraken work with it I think that's all it'd take.

Yeah we intentionally didn't do that, because then if you're a rageblade user, you're automatically stuck taking Kraken because of innate synergy.