We don't need any more Nasus-like champions in this game.

Ser Garland··12 votes·798 views

Which is precisely what the new Devourer is doing. It creates a race against time to Finnish the game before a monster emerges with the strength of three players.

This is bad game design. Sure the devourer has its weaknesses, like Nasus, but there are ways to mitigate these weaknesses, and overall make it un-fun for the enemy team to play against.

because of it, champions like Yi, Jax, Shyvana, Fizz, Kayle etc are remerging, some with old builds that caused those champions to be nerfed in the first place (Kayle with Runaans). So it's like you undid those hotfixes and made all those champions viable again. It's literally like a time machine sent these guys into the future. The worst thing is that putting them in this state as junglers completely takes away from their lane viability, and nerfing them directly will only gut punch their lane power further.

I know people have been complaining about Riot's choices in champion design recently with the Tahm Kench's and the Kallista's and the Bard's. But all three of them have major weaknesses when fighting alone. Champions like Nasus were designed to fight alone, same goes for all the complaint threads for Riven and the like, they were designed to 1v1. That's what makes them unfun to play against. having Sated Devourer on the above mentioned champions turns otherwise healthy, team oriented champions into duelling monsters. It's a real step in the wrong direction.

13 Comments

TotalJerk9 votes

The new Devour? They capped it specfically to prevent it from turning every attack-speed jungler into Nasus. You should have seen the old devourer pre-nerf.

Chaotic Reks2 votes

old devourer on nasus was pure fucking evil

Blue Collar Bear5 votes

Whilst the old Devourer really was oriented on scaling and scaling alone, the new one is about a meaningful power spike. It emphasizes ganks and objective control rather than a farm fest. Five stacks for the dragon is no joke.

Zyorhist4 votes

Sated actually has a cap dude...unlike all of the previous versions that could stack into oblivion. I remember having 200 stacks on one of them dealing 200 BONUS damage per hit. This is much better.

Teridax682 votes

If anything, Nasus needs to be more like the new item 3931. The critical issue with infinite scaling on a farm-based playstyle is that it often means there's no clear transition point where it becomes clear that a champion should stop farming as hard and start focusing way more on team play. That was one of the biggest issues with the old item 3718, and it's been an issue on Nasus ever since his release. If he had a cap on his Q stacks, but gained some kind of raid boss transformation upon reaching that cap, he would have no excuse to hard-farm top lane all game, and would likely be much more able to transition to teamfighting and roaming at the appropriate times.

kile1472 votes

Eh I'm not a big fan of Nasus's playstyle, but making him do that would take away his niche as an infinite scaler. A cool way to change it would be to make it so that he still infinitely scales, but that he has clear power spikes along the way that serve has signals that he's ready to move on. Right now he scales linearly with his stacks but by making it so that it's something less simple could make him a bit more fun, for example:

0-300 stacks, Q damage scales linearly with stacks 300+, Qdmg= sqrt(stacks-300)+300 Which makes his Q damage start scaling a lot slower after he hits 300 stacks, which means he can still scale infinitely but it slows down a lot encouraging him to group up

There's a lot of stuff you could do to make it more interesting, but the end result could be that at least one soft cap on his Q damage would be a signal to stop power-farming and start grouping up. You could also do things like make it so that he can't lifesteal off his Q damage early on until he hits 100 stacks or so.

TLDR: There are a lot of ways to change how he generates/uses Q stacks that could affect his playstyle to make him more fun, while still keeping his infinite scaling.

Teridax681 votes

I guess one alternative would also be to make Nasus less farm-based, though how that could happen is also a matter of debate and might likely take away from his niche. Sion is a good example of a champion with infinite scaling who isn't completely dependent on it to succeed, and who therefore doesn't distort his play around that effect. I'd personally stay away from overly math-y effects, as those tend to not make much sense on a basic level, which is where there's the most confusion surrounding when to take Nasus to teamfights.

kile1471 votes

The simplest way I can think of to do it is to give him a Cassiopeia-like passive, which would cause people to flip out judging by the reaction to her.

Teridax681 votes

I feel that was for slightly different reasons, though. Cassiopeia's rework was pretty rushed at the start, and the community's main gripe is that she hasn't really been turned into a dedicated poison mage so much as a machine-gun AP hypercarry with a very shoehorned and artificial power curve. Perhaps it might not be the best idea to make Nasus more powerful with just stat bonuses, but giving him milestones of power could nonetheless work.

kile1471 votes

I mean, if they could get away with it giving him power milestones like that it could be cool because then they could give him effects aside from "MOAR DAMAGE".

Baunjo1 votes

Almost every time I play against an afk farm champion, I beat them. I main jungle and very specifically note that a champion who is weak early and needs alot of farm to get going IS WEAK EARLY. That means I can gank lanes and essentially win the game before they stack up. After all no matter how strong 1 champion may be on a team, they can't beat 5 champions that are doing well on the other team

Jungle Lux God1 votes

That's what old devourer did. New devourer doesn't do that, and you complain that it does?

If anything, Devourer is more like Tear of the Goddess upgrades or Rod of Ages. On these items, you buy the item early for a potentially bigger powerspike later on, but sacrifice stats in the time it takes to stack it.

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