Making Devourer a healthy item

Axhliay·3/18/2016, 3:25:36 AM·1 votes·505 views

I had thought that I had actually posted this but it turns out that I didnt.

TL:DR Devourer unhealthy for game, too feast+ famine. Now has more management and tuning variables instead of braindead powerfarming and assblasting. More linear powercurve.

Devourer in its current state is very bad for the game, as its feast or famine nature is overtuned to the very extremes of the scale. When Devourer is good it is always too good. When Riot nerfs it, it goes back to being terrible, or only good on champions that can overcome its weakness through sheer synergy. The more nerfs that Riot makes, the less champions that use this item. Kindred, a champion that looks like Devourer would be good on, more often goes Warrior because of the Vayne jungle exploiting the on attack bonus, and it subsequently being nerfed.

For Devourer to be a good healthy item, it needs to obvious strengths, and obvious drawbacks. For it to be competitive, it also needs a way to stay relevant from behind.

So I had an Idea. Double stack management.

> Devourer (Recipe and cost unchanged)

>40% Attack Speed >15 Magic Damage on hit (Sated: 60 base onhit, Soul Essence Passive disabled) > > Unique Passive: Soul Essence: When a Monster is killed by devourer, a portion of its soul essence is stolen, granting a decaying on hit bonus that decays 1 stack per second, and 2 stacks per basic attack. Every monster kill augments Devourer increasing the base soul essence level. Essence is expended until minimum Soul essence is reached.

>Unique Passive: Augmentation: Upon reaching maximum base essence, the item transforms, increasing all on hit damage by 15%. Further large monster kills increase this by 1%. (1% for kills and assists, 2 for Epic monsters)

  • How do you plan on getting essence to work?

Essence Stacks: Maximum of 100 stacks Essence Rewards; Deals up to 2.5x level magic damage dependent on essence. Monster Kills >1. Large Monsters: 30 Essence; 2 Base Essence 2. Small Monsters: 10 Essence; 0.5 Base Essence 3. Champions and Rift Scuttler: 2 Base Essence 4. Epic Monsters: Max Essence; 4 Base Essence 5. Rift Herald: 50 Essence; 3 Base Essence

Clearing the jungle once, +1 Dragon,Herald and Scuttles grants 27 BASE Essence. One compete clear is 17 Essence

As Shyvana, I am estimating a sated transformation at around 25 minutes, given no champion kills or assists.

I feel that this achieves one of 3 things, brings the power spike of the sated effect later into the game, stops the abusing powerfarmers from becoming too strong in the midgame, while keeping late game strength relatively intact. (Yi, Shyvana,) And cuts back on the absurd powerspike with 2 items, (Devourer+ BoTRK,Guinsoo's,Titanic) while still keeping the late game strength of the item intact. All while still allowing the item to be useful while behind.

Where is the counterplay?

Invasions: Stalling your opponent off his camps is very effective. Stacks decrease on attack, and per second. Champions such as Nunu, and other counter junglers will ruin your day. After Ganking: The longer that the champion does not farm, the weaker the on hit portion becomes. After a gank, chances are all of their essence will be expended, and they will return to farm up again. Prime time to ambush. Essence is not stolen from champion kills for this reason. **Prolonged Fights: **This will be where the power junglers will succeed. Base stacks are dependent on monster kills. Although you might be even in essence from the start, you could quickly lose the fight because they have a higher base than you. Jungling from behind: Stacks arent dependant on how long you farm, even if you are behind, taking 2 camps before ganking can mean that you have similar devourer damage to the opposing jungler, however you lack extended combat power, which is a fair tradeoff.

Any thoughts and or criticisms? Telling me to Uninstall?

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