Comparing the gold efficiency of jungle items
Warrior: 147.69% efficiency Runic Echoes: 97.25% efficiency Cinderhulk: 75.49% efficiency Bloodrazor: 61.54% efficiency
So Warrior is super gold efficient right off the bat (it's the only item without a passive, that's why).
Runic Echoes' is just under being a hundred percent efficiency, its passive easily makes up for it.
Cinderhulk is lower, and though immolate doesn't make up for it, once a cinderhulk jungler gets 1,000 health from their other items it will become 100% gold efficient.
Bloodrazor on the other hand is very gold inefficient, one of the most gold inefficient items in the game. Is the on hit passive that is only noticeable on champions who are stacking health able to cover it? No, no not really.
Item's bad, and will probably still be bad after the cute buff they give it next patch.
The part that gets me is the "only worthwhile against health stackers" part. Every other jungle enchant isn't nearly so limited in its use. Cinderhulk's health is useful against everyone, as is Warrior's AD and CDR, and the movement speed and AP of runic echoes.
Why are attack speed junglers being forced into playing the role of a tank buster, even if the enemy team (somehow) has no tank? With devourer as a Yi player I could tailor my build depending on the enemy team. I'd build bork if they had health stackers on the team, but if they were all squishy? I'd go with a damage build better for killing squishies. Now I have a tank-shredding item, even if they have no tank.