Why the fuck was Devourer nerfed?
It was a perfectly balanced item, with approprate risk-reward, now it's a subpar item. Can we please revert the nerfs or at least lower the cost by 200g?
It was a perfectly balanced item, with approprate risk-reward, now it's a subpar item. Can we please revert the nerfs or at least lower the cost by 200g?
The delusion is real here.
Devourer is currently--and post-nerf, still--the most cost-efficient of the jungle items. It's also still too strong.
Devourer is currently--and post-nerf, still--the most cost-efficient of the jungle items. It's also still too strong.
Cost efficiency means nothing when you're comparing an item with multiplicative stats versus items that are largely void of them. It doesn't matter that Devourer is the most gold efficient of the enchants because the person who finishes any other one of the enchants will still be stronger upon finishing than the Devourer user will be.
Not to mention Riot themselves find the wiki's gold efficiency stats to be entirely inaccurate. The wiki things a point of armour pen is worth 12g - that alone should show you how hilariously undervalued Warrior is.
Cost efficiency means nothing when you're comparing an item with multiplicative stats versus items that are largely void of them. It doesn't matter that Devourer is the most gold efficient of the enchants because the person who finishes any other one of the enchants will still be stronger upon finishing than the Devourer user will be.
That really depends on the champ using the item. I'm not going to get Devourer on Tahm Kench, but I'm also not going to get Cinderhulk on Master Yi.
If the champ has on-hit effects and scales with AS as their primary DPS stat (see, most bruisers), it's going to bump their damage output by a lot.
Not to mention Riot themselves find the wiki's gold efficiency stats to be entirely inaccurate. The wiki things a point of armour pen is worth 12g - that alone should show you how hilariously undervalued Warrior is.
This is because there is no basic item with Armor Pen. The closest we have is Brutalizer, which also has AD and CDR, and after accounting for the value of those stats, the remaining gold leaves Armor Pen at 12 gold per point, if we assume it's 100% efficient.
Obviously there are flaws in that; CDR also lacks a basic item on which to base the value of CDR, and we can only assume that Brutalizer is 100% efficient because there isn't any way to say if it's 90% or 120% instead.
We could assume that Armor Pen is 15 gold per point--the same cost efficiency as Armor--or even a bit more, but there isn't much we can do to factor the value of the stat because we lack a more stable base.
This happens with other stats, such as %MS (valued at 39.5 gold per % from Aether Wisp), Spell Vamp (27.5 gold per % from Hextech Revolver), Lifesteal (55 gold per point from Vampiric Scepter)...
If Riot doesn't like how stat efficiency ends up being calculated, maybe they should make their own system. One that makes sense.
Sated Devourer is a blight on this game. I was perfectly fine with it stacking infinitely, because it made it o that players would have to learn to manage windows of opportunity to go get those stacks, and it punished the other team if they were unable to close the game fast enough. Sated Devourer boiled it down to "HURR DURR AFK FARM TO SATED AND THEN I AUTOMATICALLY WIN RIGHT?" The item used to actually take thought.
I guess we can say Devourer got Devourered! Eh?
...What was the risk-reward exactly?
...What was the risk-reward exactly?
If your team lost control of the map, you would be stuck witih the un-sated Devourer for 30 minutes or more into the game. Also, a failed gank is wasted stacks.
Bc it was the top tier Jung item. It was stupid op that's why.
I still like it. The magic damage is will nice, and the double on hit passive is left untouched (at least for melee, ranged get it every 4 hits in the next patch) .
I'm pretty sure the only real nerf to it is for ranged champs(vayne) because it made them too strong.
I'm pretty sure the only real nerf to it is for ranged champs(vayne) because it made them too strong.
They lowered the damage per stack and base damage on sated
ok, so they increased the risk a teeny tiny bit, and decreased the reward(for melee) by a teeny tiny bit. No one builds it for the magic damage, it's a nice bonus but people would still build it even without that simply for that sated passive.
ok, so they increased the risk a teeny tiny bit, and decreased the reward(for melee) by a teeny tiny bit. No one builds it for the magic damage, it's a nice bonus but people would still build it even without that simply for that sated passive.
No it won't, but it's reigning in alot of cost efficiency the item doesn't really deserve to have
Because the new champ coming out would abuse the hell out of Sated devourer since they have free on-hit % current health damage that scales with farm and kills.