Why does Devour have magic damage on hit as opposed to Physical damage on hit?

metaworldpeace10··2 votes·896 views

I'm just asking this question from a gameplay standpoint. I don't really understand the need for the magic damage on hit. I understand that the majority of the champions that benefit from the Devour upgrade are those champions that rely on auto attacks to deal damage, but by making Devour deal magic dmg on hit, you make itemizing against these fools a pain in the ass. It's already hard to itemize against them without the magic damage on hit, because most of the champions that benefit from Devourer also deal mixed damage within their respective kits. Let's look at few of the problem cases that abuse Devourer and or abused the old Feral Flare.

MasterYi Deals true damage on autoattacks, while also dealing physical damage through auto attacks. Also, Yi builds item 3153 which gives him the %current hp on hit. The magic damage is just the icing on the cake for Yi. He's literally doing true damage, magic damage, physical damage and %hp damage. There is no why to itemize against him in anyway. The same problem occurred when Feral Flare was strong, he can deal all sorts of damage so you can't itemize against him once he gets botrk/devourer.

Shyvana Deals magic damage through her burnout, also has a linear skillshot that allows for her to do %max hp for every auto, also synergizes with item 3153 so we can add %current hp physical damage and she has her Q and auto attacks. She also does every form of damage in the game, except true damage, but she makes up for that by doing %max hp magic dmg.

Warwick WW is going to get a rework I understand, but he's retardedly broken when old Feral Flare was strong and Devourer for the same reasons that Yi and Shyv are retardedly broken. WW deals magic damage on every auto through his passive, while his q does magic damage and %hp damage and physical damage through auto attacks and of course.... item 3153. Also WW has hard CC which applies on hit effects which also deals magic damage, plus the BOTRK procs and on top of that.. the magic damage from Devourer. Talk about holy shit impossible to itemize against.

There are many many other champions that are also almost impossible to itemize against due to devourer. that I didn't include (Udyr Aatrox Kayle to name a few. From a gameplay stand point, it makes for a frustrating experience to play against. You feel useless and helpless because you don't know where to start to itemize. I'd like to see devourer deal physical damage instead of magic damage so that I can itemize effectively against these auto attacking giants who end up murdering me and my whole team because we can't itemize against them.

4 Comments

67chrome6 votes

but by making Devour deal magic dmg on hit, you make itemizing against these fools a pain in the ass.

I'm pretty sure that's intentional.

For a lot of fighters: they need to invest in the defensive tree to really function late-game when team fights start happening, otherwise they become pretty useless. Assassins usually kill much faster, tanks can survive longer, and mages and marksman have the safety of range.

When you consider the exponential growth of pure-damage builds going something like item 3031 item 3087 item 3035 or item 3089 item 3100 item 3135 , missing out on just 1 damage item is going to have a massive impact on overall DPS.

Which is a big issue for fighters - because they are a DPS roll. They're specifically tanky DPS, utilizing tanky to survive long enough to do their DPS roll where mages, assassins, and marksman utalize range, mobility, or a combination of both to survive long enough to do their respective jobs.

Unlike range and mobility - champions pretty much never get the defense they need to function from their kits alone, so if they're reliant on being tanky they often have to build tanky. So they don't have double the itemization burden of needing to go solid defense "and" major offense - Riot gave a lot of them mixed damage, often pretty proportional to their defensive itemization burden. Which ultimatly allows them to lay out some pretty solid damage and be a DPS roll, where giving them 1 damage type could otherwise allow a squishy champion like Ahri to just build something like item 3075 or item 3102 and effectively become a super-tank vs. a problematic tanky DPS roll: being capable of out-ranging, out-manuvering, and out-tanking them all at once. Which would be pretty broken and make a lot of tanky DPS champions 100% useless.

Anyways - the important thing to note with most tanky DPS champions is that you don't counter them by counter-building them. You counter them by not letting them get in melee range. Most of them are pretty susceptible to being kited to death.


As for your coment on MasterYi An end-game build with item 3031 item 3035 is going to do considerably more damage than a hybrid-offense build with items like item 3930 item 3153 .

Almost the entire advantage of hybrid damage is that it allows you to do meaningful damage while persuing a lot of tankyness - giving enough damage to kill a squishy in a meaningful time-frame throughout most of the game. If you go hybrid-damage squish: you miss out on hyper-carry scaling and fall off pretty hard vs. what a lot of AD+Crit+Armor Pen could offer in terms of damage - largely having the DPS of a tanky DPS champion like Mundo (in-built %HP and a 100~200 AD steroid you have to purchase on Yi) with less than half the defenses.

ChargeItDownMid1 votes

[deleted]

Thanotos Omega1 votes

Yeah imagine Vi with a Physical damage Devour and BC,

FantasySniper1 votes

It could be as simple as: old Feral Flare had magic damage, so they didn't bother trying to change it.

But as 67Chrome said, the slot taken up by the jungle item simply reduces damage oppurtunity, so the hybrid damage covers up that weakness by making it harder to counter build - especially for most fighters that don't normally build straight damage.

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