A Serious Discussion on Devourer
So, I've talked with many about this, and I'd like to get a serious discussion about this going.
Devourer is the least popular of the enchantments, and it is not fun to build over the other jungle enchantments. I'll explain why I feel this way. Devourer is supposed to be a late game item that requires the player to consistently be able to stack by farming and/or ganking lanes. It is supposed to reward players by them doing those things efficiently. In reality, it is the exact opposite of this. Devourer is a snowball item, not a scaling item for someone who is looking to have a good late game. Why? It is because unless you get Devourer extremely early, stacking it becomes a right pain in the ass. Let me explain why.
In most games, even when I've died a few times, I can get Devourer at least at ten minutes. The earliest I've managed to get it is at five minutes in when I secure the kill on both first blood and another player whilst also doing a full clear. On a typical game, I get it at seven minutes in after two clears and a kill. Let's go through what happens in each of these games.
In a game where I am behind, I generally only get a few stacks if any before the first turret falls. By this time, I am unsafe in my jungle and unable to stack efficiently. The game ends early. In a typical game, I am able to stack 20 - 30 stacks before I am forced to group, defend objectives, or retreat from the jungle as it is unsafe. In a game where I have snowballed, I will have 50+ stacks at twenty minutes in and I will reach the low 100s by end game. In this game, I will be safe at almost every point in the game and I can continue to stack without interruption whilst also taking objectives.
At most points in a bad or typical game, Warrior would have given better / identical damage earlier and at any point in the game. Unless you have the option to scale, you can't scale. It is an absolute gamble, and there is a better, safer alternative that gives a better power spike at most points in the game. This is the reason that Devourer is such an unattractive item. What can be done to make Devourer a safer option for junglers that wish to focus on an end game oriented build, rather than an early dominance build? My answer is one that has already been implemented into the game before.
What made Madred's Razors and Feral Flare so successful? In my opinion, what made these items successful is that the stacking mechanic applied immediately and the investment was minimal. The scaling was almost ensured, because of these two reasons. With Devourer, scaling is a gamble unless you're ahead due to the steep cost to start stacking. My suggestion would be to reincorporate the Feral Flare stacking mechanic in one of two ways. The first way is simplest. Bring back Madred's Razors and have it serve the same function, but have it upgrade into Devourer. The second would be to allow stacking to commence as soon as the player bought a Machete and killed their first camp. Both would be a solution to some degree, but I believe part of the problem with Devourer is build path. I lean towards the former option.
Please upvote this in hopes of keeping the discussion alive, and please add your own ideas.
that Riot has been looking into and testing due to the success of Bami's Cinder. It might be what you are looking for. It hasn't hit the PBE, but it might come to the game at some point.
with good wave clear can let a
jungler farm devourer without fear of towers going down. Tough to make it work otherwise if your team is floundering without jungle presence.
. Makes it so you don't waste any early stacks as you race to complete the enchantment!
all the time
, and I can't think of anyone that has recently said that line of items is OP. So I can't see any reason why the second option couldn't be implemented.