Lets talk about Devourer and poahcer's knife

megagnura·4/26/2015, 12:47:26 AM·1 votes·751 views

OK 1 I think we can all agree that poacher's knife DEFINITELY needs to be better, no one ever buys it for good reason 2 No one wants another feral flare or on release devourer but its current state leave lots to be desired item 3711 Poacher's Knife

  1. to reinforce the idea of poaching (stealing counter jungling whatever) why don't we make poacher's knife do more damage to monsters than other smites emphasizing the poaching aspect of stealing camps from the other jungler
  2. It could make you invisible while the movement speed bonus is active creating and encouraging creative counterplay

Devourer

  1. In its current state devourer starts off with too little its original 40 bonus magic damage was over the top but so was nerfing by almost 50% its base damage should have been nerfed but not so hard, bring it up to 35 or 30 rito pls
  2. If its base damage is to balance off its infinite scaling I would agree that that seems reasonable if one was able to ever reach 60+ stacks if 25 is to remain its base damage it should stack a little faster say giving 2 stacks every other or third monster camp cleared

4 Comments

LilxPaprika4/26/2015, 1:58:13 AM1 votes

Instead of stacking faster could just have it start at 40 DMG to monsters (maximum 60 to monsters). In other words stacks cannot exceed 60 vs monsters. You'll clear faster which will translate in more stacks.

For poachers:http://boards.na.leagueoflegends.com/en/c/gameplay-balance/Gewnl579-self-cast-jungle-enchantment

Maybe having active for the movement speed a bit like ghostblade. So you can use it when poaching but also for ganking and chasing.

ModKnightsKemplar4/26/2015, 2:13:03 AM1 votes

Regarding devourer:

Perhaps the scaling could fall off. Two ideas.

  1. Hard cap. This is good because it encourages the farming that it intended in the item, but also doesn't allow people to become beastly who have too fast of a clear. Just like RoA. There's scaling as you have the item, but not infinite.

  2. Soft cap, but which I mean, the item scales less as it scales. So, for the first 20 kills, you get the normal perks, but for the next 20, you only get half, and so on. Giving it this kind of scaling discourages hard farming after a certain point, but still allows the user to get stronger the longer the game goes, which clarifies the end-game potential.

What do you think?