A problem with sated devourer is it completely invalidates the existence of top lane splitpushers
The thing is, once you got sated devourer, you basically destroy everyone, it's crazy.
Like, I've played games where I have around 1k stacks full build nasus, which is basically supposed to be the ultimate god of splitpushing. Well , nobody can 1v1 me... except people who got sated devourer, who duel me without breaking a sweat, like
for instance. I understand that sated devourer should be strong to not push out of viability farming junglers, but that's too strong. I think something should be done, either give it an earlier powerspike for a less strong item overall, making those junglers relevant and willing to do sthg else than powerfarming throughout the game, or really make it stronger later.
Ideas such as on-hit doubled every 3 autos instead of 2 sound good.
I mean.. splitpushers/duellists like
as toplaners just can not put any pressure in the map mid-late if they're matched against a Sated dev' jungle, even when the sated jungler as a champion in general should be weaker 1 on 1 (they would lose without sated handily). Because they're just gonna get destroyed in 1 on 1, when in fact their whole kit relies on being able to put enough pressure to drag at least 2 or 3 people to deal with them, which is the whole purpose of splitpushing.
The fact that a 1v1 against 2 champions with optimal builds, the presence of a sated makes things so much different should not be.
AKA without sated champion 1 destroys champion 2 ; if champion 2 has sated all of a sudden he destroys champion 1 easily.
Also, the item's damage is a bit too tank-melty, with its obvious synergy with botrk and mixed damage.
Anyway,
is a bit broken right now.
here.
and just melt through rammus with true damage while lifestealing through it. He doesn't even need crit when he deals so much with on-hit.