@Meddler: Can Devourer work like "Conservation stacks"?
So Meddler, we all know that Devourer is a bit tricky to balance, just like Feral flare before it. When it's good, it crowds out pretty much everything else (like in patch 4.20 and 4.21), but when it's bad it's near worthless (after those nerfs, it stopped showing up in competitive almost overnight).
In light of this, I have a suggestion: Make devourer stacks work like Conservation stacks from the spirit stone items. This wasn't a good thing on those items, because it didn't support farm junglers and made it only appealing to gankers, but in this situation, that is a good thing, since too many devourer users simply AFK farm and leave their team to rot, which is an un-interactive and unhealthy game style. Hard farming is fine, but not when it is all that you do, and this change would alleviate that.
The numbers would work something like this: Devourer enchantment:
- Price: unchanged.
- 50% AS, 20 magic damage on-hit (doubled against minions+monsters)
- Passive, Devourer: Every 15 seconds, gain a stack of "devourerer", up to 9 stacks. Killing a large monster consumes up to 3 stacks to increase the on-hit by 1 per stack consumed. Killing or assisting in killing a champion consumes up to 3 stacks to increase the on-hit by 2 per stack consumed.
This would help devourer out in many ways that improve its in game health:
- I gives the player a choice between farming and ganking, rather than farm and gank when there are no camps left.
- It allows player's to not need every single monster in their jungle to stack it, making allied poaching less harmful.
- It limits the maximum amount of stacks that a champion can gain, meaning there is a hard limit to its snowball potential (although that is a pretty high limit with these numbers).
- Its conservation style allows a jungler that is behind an opportunity to quickly gain stacks if not able to kill camps for an extended period (like when defending a siege).
- It discourages, but does not entirely extinguish the option for hard core powerfarming, leaving options, but decreasing the prominence of the arguably less desirable option.
- It reintroduces the objective controlling strength of Feral flare (the best part of that item) through the reduced base damage, but double effect against minions/monsters.
The only downside I see to this is that it makes counterjungling a devourer stacker slightly less effective (because they can save stacks for a different camp). In all though, it adds more balance levers and gives more ways to utilize the item in the manner that best suits the situation. This would make the item a whole lot easier to balance, while also making it a more unique and interactive experience for the jungler.
So Meddler, what do you think of giving Devourer a bit of help like this?
EDIT: Just to clarify, this change will not make a power clearing jungler stack any slower than they do currently. The difference between this and live is that it makes it so you are not required to power farm to get the most out of it, but are allowed more diversity in your play style. It simply means that playing as a ganker who loves AS like Xin Zhao or Aatrox will feel more natural with this item than before, but a hard farmer like Yi or Udyr will not be hindered in their stacking endeavors.