An analysis of why Devourer was a good addition to League of Legends

PonderousSealion·9/30/2015, 11:54:26 PM·110 votes·5,630 views

EDIT: http://leagueoflegendsradio.podomatic.com/entry/2015-09-30T21_43_17-07_00 ^Podcast episode of me discussing this post. Skip to 18:40 for this part.

I'm (was, rip demotion) a diamond 4 Master Yi main. I've played this game for about three years now, and I've played with wriggles, the dreaded feral flare, release devourer, nerfed devourer, and sated devourer extensively. Here's why Sated Devourer is BY FAR the best iteration of the on-hit attack speed jungle item family:

First, let's outline the issues that have plagued this item class for as long as time can remember (sort of):

  1. They end up extremely overtuned
  2. They give too much "up-front power" for an item built specifically for the late game
  3. They promote an "afk farm" mentaility
  4. They're snowball reliant- if you're ahead early you can just continue stacking to infinity and beyond.
  5. There's no chance for the enemy to actually stop your snowball because it relies on player-jungle interaction rather than player-player interaction. (this one is important)
  6. Coordination is required to contain these junglers typically, and that's hard to come by in SoloQ.

Well, solving the first two points is pretty simple. Play around with the numbers until you have a more balanced finished product. The third one is an issue of players reacting poorly to the item more than the item itself in my opinion. I like to run exhaust on Master Yi because I prefer to teamfight in most cases rather than splitpush and I appreciate the early presence it gives. Players afk farming has more to do with their lack of knowledge than it does with a flaw in the item- whether or not the item "promotes" this type of gameplay is beside the point. Bad players= bad utilization of the tools they're given- this applies to more than league- that's a universal law of ineptitude.

Point 4 is something that Sated Devourer fixes excellently- even if one player sates faster than another, eventually they both end up with the same exact item. This has always been an issue with the on-hit jungle item tree- once someone has started up, they can literally snowball infinitely. Taking away this aspect makes the item much easier to balance and prevents most abuse cases by capping any given champion's allowed strength with the item.

Number 5 is also a big issue that devourer does a good job solving in my opinion- early dragons HUGELY affect your stacking now. In my above paragraph I mention that it all evens out eventually no matter how quickly or slowly you sate, but everyone knows that sating earlier gives your team an advantage. This is an advantage that would be reaped regardless through you having more gold, this just highlights the fact that League if a team game based around objectives- not seeing how fast you can run through the jungle and kill stuff by yourself. Forcing players into taking dragons forces team coordination, even though many champions can solo it. Your team still has to keep enemies off you, there are often ward to contend with, and really sneaking dragons doesn't work as well now as it used to in previous seasons.

Ahhh, SoloQ. The reason that Katarina and Akali were pick or ban for so long is because they prey on the lack of harmony SoloQ is famous for. Stopping a jungler looking to sate is often a team affair- denying jungle camps, warding enemy jungle, preventing early dragons, those are all team efforts, and in SoloQ, things that require a team to stop are often considered "OP" because team spirit is sadly in short supply. If people knew the tactics required to shut down a sated jungler they would have a much easier time dealing with them and we might see less complaining on the boards about them.

Sated Devourer is easier to tune, requires smarter play, increases player-player interaction, and has a more visible power budget than any of the previous iterations of this type of item, and this is honestly one of my favorite balance decisions Riot has ever made. Whether the item is overpowered or not at the moment is irrelevant- what matters is that we have a way to fix it, and it's an easier way than we've ever had in the past. Just give the item a chance, and I'm sure Riot will make the changes that need to be made. The formula they've struck is excellent- they just need to stick with it and not rework the damn jungle for the 14th time in a row.

MasterYi MasterYi MasterYi MasterYi MasterYi

103 Comments

NazZomLord10/1/2015, 1:47:35 AM32 votes
  1. Personally i do believe it does bring alot of mediocre junglers into a much better spot such as Jax and Nocturne but they do not become so powerful with it that they are stoppable. Even Diana isnt a crazy stupid addition when it is on her. But some champs are the ones who really ruin the devourer such as MasterYi XinZhao . I believe it is a good item that just needs to be tuned a bit
ModWulf Helhammer9/30/2015, 11:57:09 PM18 votes

This is actually very well written and thought out.

Someone probably downvoted you because of the title though lol

Doctor Dyment10/1/2015, 2:07:29 AM6 votes

I can see for some of these arguments, but the idea that eventually the Devourer evens out on both playing fields in the end is not always right. What if the enemy jungler is a tank with high amounts of CC like Sejuani or Nautilus? (Yeah yeah look at the old timer callin' these two outta the spotlight picks junglers let's all point and laugh.) The issue does not really lie in Devourer itself, but rather its entire concept and family tree as a whole. The idea, is to gain stacks. Fair enough. But the easiest way to gain said stacks is to just sit in the jungle and rarely ever gank unless a kill is guaranteed. And since most Solo Que players have play styles similar to those of a dead gopher lying face down on a keyboard, they'll want to take the easiest route possible. But say they don't, say they gank often and actively participate in team fights and do well. Then they start to become more powerful more quickly, and turn already high snowball potential champions like Master Yi into monstrosities. And while your claims about it evening out is what should happen, that doesn't really mean it does. If say, a Devourer Yi gets a lot of stacks quickly and is fighting say... another jungler who uses Devourer, (Shyvana maybe?) then they'll probably never be able to get close to the power that those champions posses, due to already being behind, and now having to face a creature that can blink to you and delete your character making you seriously contemplate dousing yourself in gasoline and dropping a Zippo on yourself. If this post has caused offense, or I sound like a total dick, that was not my intention. I have at least attempted to give you some kind of intelligent response to how others who do not use Devourer see it as a problem. And I feel I did a tad bit better than the screeching chimpanzees I call colleagues.

UPfreely10/1/2015, 3:33:40 AM5 votes

I am of the firm belief that item 3153 is a far more cancerous item that needs to be worked on far sooner than any form of devourer. it's literally like all the problem(other than maybe kayle.) also rip ranged junglers.

MAGA MAN X 202010/1/2015, 2:00:06 AM5 votes

I honestly don't find the item to be that OP. Champions like Skarner and Leona can completely ruin their day. The thing is, I feel like most players just fear junglers, period. I remember before the era of Juggernauts and new Fiora, it seemed like junglers were the highest priority bans. As though taking out 5 of them means you're somehow not going to get ganked.

The problem with SoloQ is the mentality that you should just play whatever champ you're in the mood for and pay no heed to your own comp/enemy comp. Additionally, most people don't like to be flexible in their builds. If a devourer jg is ruining your day, by all means grab a item 3110 . Lastly, people need to break the mentality that diving the backline is the only strategy in teamfights. If a devour jg is at or near the front line, forget the adc/mage/etc and delete him. Unless they are hyperfed, they die quite quickly.

NineTailedMystic10/1/2015, 2:49:53 AM2 votes

Maybe something to bring it more in line would be taking away front loaded power. 30 Magic Damage and 50% AS is a ton of damage on the initial purchase. 30 magic damage and 50% AS by themselves aren't much, but in conjunction they increase champs DPS by a rather good amount by 7-10 minutes in.

Cloud Potato10/1/2015, 3:50:58 AM2 votes

I don't know how I feel about the 'farm the Jungle, ignore the team' aspect of Devourer. On one hand, the item does sort-of encourage farming for yourself over taking risks to boost your team. On the other hand, I'd argue that many people who do this would do it anyway even without Devourer.

Red Ryu10/1/2015, 6:09:26 AM2 votes

I agree with the OP btw, the item is actually the best iteration of it.

RISE Shlack12310/1/2015, 11:29:58 AM2 votes

But why do we need an item that doubles on-hit effects of abilities and other items? No other jungle enchant comes anywhere close to this, so you pretty much force teams to ban out specific champs and you really limit jungle diversity.

PonderousSealion10/2/2015, 1:05:57 AM1 votes

Guys, a lot of you are calling the item broken because of the phantom hit, but that was kind of the point of the post- it can be tuned down. It has an extremely clear power budget compared to the other iterations of this item.