So Feral Flare was OP but devourer is balanced?
Yes FF had infinite scalling that's true but it was nowhere near OP like new jungle item. Not even close.
Yes FF had infinite scalling that's true but it was nowhere near OP like new jungle item. Not even close.
I played a lot of Feral Flare. It was simply a different jungle back then, and to be honest, the infinite stack wasn't what made it a problem. The health on hit and stacking from Razor was what made it cancerous in the right hands.
I'd rather deal with infinity heal on-hit than double on-hit. Sated just simply broke on-hit champ. Not just strong, they're broken with Sated.
Feral Flare continued to stack after becoming sated.
Feral Flare continued to stack after becoming sated.
Which still wasn't that big of a deal. It gave more power to true on hit champs rather than arbitrarily massively buffing anyone that could benefit from Sated's phantom hits (Yi, Xin).
Which still wasn't that big of a deal. It gave more power to true on hit champs rather than arbitrarily massively buffing anyone that could benefit from Sated's phantom hits (Yi, Xin).
But, on hit champions are what they were meant to support. The phantom hit passive was designed to help the most on hit dependent champs in the game. The problem is that it also does the same with on hit items, which is why they tend to hyper scale.
Also, I felt that Feral flare, felt like an arms race. Nothing was going to compete against it, except itself. So in a Feral V feral matchup. You couldn't gank, or apply pressure, without falling behind your opposite number. (Probably why Riot didn't support the infinite stacking item.)
But, on hit champions are what they were meant to support. The phantom hit passive was designed to help the most on hit dependent champs in the game. The problem is that it also does the same with on hit items, which is why they tend to hyper scale.
Also, I felt that Feral flare, felt like an arms race. Nothing was going to compete against it, except itself. So in a Feral V feral matchup. You couldn't gank, or apply pressure, without falling behind your opposite number. (Probably why Riot didn't support the infinite stacking item.)
Intention and execution are two different things. Yi and Xin, my examples, are not dependent on on hit damage-- they have X hit mechanics. That's where the interaction with the phatnom hit becomes a problem. Not that BotRK-Sated wasn't also a problem-- it certainly was-- but I feel like that isn't a hard and fast rule and more a criticism of BotRK than other on hit items. I've never heard Wit's End being accused of hyperscaling.
FF would definitely be more balanced this season. Even without a cap, the low game time wouldn't allow for CRAZY stacks. My personal highest broke 100 as Volibear, and I had multiple instances of +60. As you say though, if it came to a flat out fight between a stacked FF jungler vs. one with an alternative, FF was going to win unless that champ worked especially well with their respective jungle item, which there were plenty of examples of too.
Again: Is that a problem with infinite stacks or the health on hit mechanic?
Feral Flare had infinite health on hit and damage stacking.
Hahaha, that's a good one!
Feral flare had infinite scaling damage, dealt triple damage to monsters (roughly 300 on-hit late game) encouraged the most awful AFK farming habits this game has ever seen, and when it was worth picking, had infinitely scaling heal on hit.
Devourer caps out at about half the damage Feral flare usually got to, doesn't deal bonus damage to monsters, has no heal on-hit, and encourages player interaction instead of AFK farm till you're dead gameplay.
That and the Sated passive actually gives a concrete powerspike that you and your enemies can play around, as opposed to "If we don't stop him he'll have six items at 25 minutes and deal more damage than our whole team," or, "If our jungler doesn't help soon, we'll lose this 4v5 by 20 minutes anyway."