When is sated devourer getting the nerf that it deserves?

weeaboomer··97 votes·18,368 views

It's ridiculous how such a disgusting item can be completed by the 20 minute mark or pre-20 looking at Shyvana . It's way too easy, either nerf a jungler's clear speed or increase the stacks needed.

217 Comments

IcyPepper54 votes

Don't worry, they're nerfing cinderhulk instead

That should nerf devourer, right?

Paladin 0f Life2 votes

{quoted}

Don't worry, they're nerfing cinderhulk instead

That should nerf devourer, right?

lmao they would so do this

Du Ma Mi2 votes

[{quoted}](name=Paladin 0f Life,realm=NA,application-id=3ErqAdtq,discussion-id=sKZ1BtYl,comment-id=00030000,timestamp=2015-08-10T20:22:37.747+0000)

lmao they would so do this

Don't worry... RIot has already made the plans. It's been confirmed.

SH Azykan7 votes

it is an early buff and breaks even for quite a while. Not really a nerf so much as a power curve shift.

TotalJerk3 votes

And this is exactly how they should've done it last time. I don't understand why they hit the flat amount when the ratio was the problem.

Silents4293 votes

Cinderhulk only got nerfed late game, buffed mid and early though.

IcyPepper3 votes

I know, but with the upcoming nerfs to a lot of tank items... I can't help but feel it's still an overall nerf.

If they wanted its mid/early game stronger for what they're taking out of its late (since it was made to help tanks scale late-game), shouldn't they add a teeny bit of damage to it then?

RiotRiotRepertoir30 votes

I'm not a jungle expert, so I'm asking this more to stay informed and in the loop than to offer a specific challenge/suggestion, but what is the nerf that it deserves?

Is it too easy to finish? Is it too good before finished? Should we be looking at a few specific outlier junglers? Is it just too strong once finished? Is there something else?

As you see it, what is the specific cost the game is paying on account of it being in its current state? It seems like there are a lot of different approaches one could take toward scaling it back a notch. If we were to do so, we'd want to make sure we did the right one.

Again, I'm not a jungle expert and I don't personally monitor items' performance, but I am interested in hearing all your opinions.

MagnificenTrynd10 votes

{quoted}

I'm not a jungle expert, so I'm asking this more to stay informed and in the loop than to offer a specific challenge/suggestion, but what is the nerf that it deserves?

Is it too easy to finish? Is it too good before finished? Should we be looking at a few specific outlier junglers? Is it just too strong once finished? Is there something else?

As you see it, what is the specific cost the game is paying on account of it being in its current state? It seems like there are a lot of different approaches one could take toward scaling it back a notch. If we were to do so, we'd want to make sure we did the right one.

Again, I'm not a jungle expert and I don't personally monitor items' performance, but I am interested in hearing all your opinions.

as a jungler, I find that Devourer usually is only as good as the game you're having.

Make 2 successful ganks in a row? You're on track to be very strong Get killed by the enemy jungler? You're going to be behind for a long time.

in my opinion, this is balanced. If I am having a good game, I should be strong with the devourer, because it is a CARRY item. People who feed devourer junglers should not complain.

:)

IS1a442cd69a169ed293a391 votes

{quoted}

as a jungler, I find that Devourer usually is only as good as the game you're having.

Make 2 successful ganks in a row? You're on track to be very strong Get killed by the enemy jungler? You're going to be behind for a long time.

in my opinion, this is balanced. If I am having a good game, I should be strong with the devourer, because it is a CARRY item. People who feed devourer junglers should not complain.

:)

On the other hand, it gives the opponents absolutely no opportunity to come back. Think of AD Vayne. She can be strong when fed, but there are still ways to counter her, even the team is behind.

The power of sated, however, make the snowball so drastic that the opponents should just surrender when behind.

The Blue Rajah4 votes

Did you honestly just imply that a stacked devourer is stronger than a fed Vayne? Have you ever fought a fed Vayne?

IS1a442cd69a169ed293a393 votes

[{quoted}](name=The Blue Rajah,realm=NA,application-id=3ErqAdtq,discussion-id=sKZ1BtYl,comment-id=0025000000000001,timestamp=2015-08-11T21:05:04.553+0000)

Did you honestly just imply that a stacked devourer is stronger than a fed Vayne? Have you ever fought a fed Vayne?

I did. Have you ever fought a sated Yi/Shyvanna/Kayle?

IS1a442cd69a169ed293a393 votes

{quoted}

I'm not a jungle expert, so I'm asking this more to stay informed and in the loop than to offer a specific challenge/suggestion, but what is the nerf that it deserves?

Is it too easy to finish? Is it too good before finished? Should we be looking at a few specific outlier junglers? Is it just too strong once finished? Is there something else?

As you see it, what is the specific cost the game is paying on account of it being in its current state? It seems like there are a lot of different approaches one could take toward scaling it back a notch. If we were to do so, we'd want to make sure we did the right one.

Again, I'm not a jungle expert and I don't personally monitor items' performance, but I am interested in hearing all your opinions.

I am sure this item is finished too easily, especially when the team is ahead enough to secure several dragons. I understand we should reward obtaining objectives, but the stacks needed to complete sated is too few. I don't see the reason to make a supposedly late game item to be strong so early. Its power is too good to be that accessible.

MagnificenTrynd2 votes

{quoted}

I am sure this item is finished too easily, especially when the team is ahead enough to secure several dragons. I understand we should reward obtaining objectives, but the stacks needed to complete sated is too few. I don't see the reason to make a supposedly late game item to be strong so early.

even when ur stacking as fast as u can, it can take over 20 minutes to reach full stacks.

that's more than half of most games. riot didn't want this item to be a 'farm forever' type of thing

IS1a442cd69a169ed293a397 votes

{quoted}

even when ur stacking as fast as u can, it can take over 20 minutes to reach full stacks.

that's more than half of most games. riot didn't want this item to be a 'farm forever' type of thing

You have missed my point. The problem is the dragon stacks. This item should be a very risky snowballing machine like mejai, so you couldn't finish it without a very aggressive objective oriented playstyle.

Right now, you can actually afk farm and finish it around 20 minutes without dragons. With dragons, you are unstoppable. If they want to go against farm forever type, just increase the stacks required so high that farming becomes an inefficient option, and dragons-ahead team should not be unbeatable.

Señor Karthus3 votes

{quoted}

I'm not a jungle expert, so I'm asking this more to stay informed and in the loop than to offer a specific challenge/suggestion, but what is the nerf that it deserves?

Is it too easy to finish? Is it too good before finished? Should we be looking at a few specific outlier junglers? Is it just too strong once finished? Is there something else?

As you see it, what is the specific cost the game is paying on account of it being in its current state? It seems like there are a lot of different approaches one could take toward scaling it back a notch. If we were to do so, we'd want to make sure we did the right one.

Again, I'm not a jungle expert and I don't personally monitor items' performance, but I am interested in hearing all your opinions.

I think the problem is that it works too well with certain Champions. I was really happy with it because it brought Aatrox back to an interesting place in the game with that 2-hit W. But then You see it on Xin and Yi and it is... toxic as the least. I think it is just such a broad passive that while it is really interesting for certain champions, in others it results abusive. And I think it is not really hard to obtain. A dragon or two and being aware of the crabs respawn and by 20 or 25min you should have the sated up.

RainbowYoshi2 votes

I'm not an expert either, but I have been a jungle main since season 2. My personal opinion is that Sated Devourer is certainly not disgusting. 'Disgusting' would fit Feral Flare or the Pre-season version of Devourer, not Sated Devourer. But I think the item does deserve a tweak or two.

{quoted} Is it too easy to finish? Is it too good before finished? Should we be looking at a few specific outlier junglers? Is it just too strong once finished? Is there something else?

As you see it, what is the specific cost the game is paying on account of it being in its current state? It seems like there are a lot of different approaches one could take toward scaling it back a notch. If we were to do so, we'd want to make sure we did the right one.

  • In my opinion it is not too easy to finish. If you manage to get off a couple successful early ganks, it's very easy to finish. But then, so are most jungle items. The issue comes in with snowballing. Devourer kind of directly counters cinderhulk, and to an extent even Warrior, because Sated snowballs so much harder than the other two, while being just as easy to complete as those two. The balance here is that the common champions that build it (like Nocturne, Yi, Shyvana) usually have awful ganks early. So if you manage to pull off a gank early, when you're weak at doing so, you then get to snowball and skip right past your weaknesses.

  • Sated isn't really all that good before it's finished. It's about even with the others, it's just that champs like Shyv and Yi synergize really well with attack speed. But until it's sated, they can't really do much until they get another item, usually a BotRK, or just work to get it sated.

  • I think it is a few specific junglers that really can use Devourer at all and be good with it. I've seen it on all kinds of junglers, but most builds fall flat on those champions, outside of maybe four or five. While things like Devourer Kayle are good if you leave them alone, literally anything is good if you leave it alone. I played in a game where a Devourer Taric jungle got to the point where he could solo baron. And did solo baron. In my opinion, that doesn't mean Devourer is too strong of an item, it's that you somehow lost the game so hard that the Devourer Taric jungle got to build 5 items. That's a case by case basis on how hard you lose a game, not how good the item is.

  • My feel is that the item is a bit too strong once it's finished. As in, fully sated. Because with that last stack, you go from having a decent amount of power, to being super incredibly powerful. It's an instant spike of power which can't be matched by any other item in the game, really, at least in terms of the types of champions that use it. Personally I would like to see it if the item scaled a bit better to its final strength as you stacked it, then it wouldn't be such a shock to see the enemy Yi, who up until now didn't do much damage last time you saw him, but now he is three-shotting you because of his passive and the double hits on Sated.

Sated Devourer falls into the same Feast or Famine issue that was supposed to be combatted. If you manage to buy it early, and you manage to stack it, that moment you complete it, you are usually the most powerful champion in the game and can duel anyone. If you buy it late, and can't manage to get stacks due to your team being behind, it feels awful because the item itself only gives attack speed and that isn't very useful when you're trying to claim your own jungle back from the enemy. It isn't even an issue of the stacks capping at 30.

If you are behind the other devourer jungler and they hit 30 first, they will get their power spike first, and you are severely limited in your options of finishing your stacking. And even if you do manage to finish your stacks? It doesn't really matter, because you're going to be behind anyway due to how snowbally the item is, and the fact that the enemy should've taken advantage of the huge boost in power than getting that last stack gives them, so now they will have a gold/item/map advantage.

And I think that's the main issue with the item, being snowbally and being completely feast or famine. It's very rare that there is a devourer jungler in a game who is just kind of okay. Usually they get super powerful and are a force to be reckoned with, or they can't finish stacks and are basically dead weight to the team. Very little in-between. I do not believe nerfing Devourer is the best option, but I think tweaks that make the power curve more of an actual curve rather than a sudden cliff at the 30th stack may help smooth out how feast or famine the item is. Perhaps damage per auto attack until it transforms into the Sated phantom attacks, or something, I'm not entirely sure.

Edit: Another note is that Devourer usually makes your jungler fall off really hard, as you're usually dedicated to going at least two on hit items (including Devourer) to actually get any real benefit from it. So after a certain point in the game, where you can't instantly burst people down, you have the late-game assassin/late-game Yi effect, where as soon as you're caught by any CC, you get deleted. That makes it so that Devourer junglers don't really 'turn on' until 18-22 minutes into the game, and then they 'turn off' around 35-40 minutes into the game. They have that 20 minute window to win or else they end up feeling pretty lackluster, both before and after that window. There are certain exceptions to this, just as with every other general rule.

Dextix LT2 votes

Its too strrong once finished, it makes champions like kayle outright broken. This promotes a toxic gameplay. Either dominate your opponent before 20-25 or lose the game. Previous ff was just like this, and this item iseven worse with the sated passive which works on already good champs and makes them broken.

Profirix6 votes

I am of the opinion that, contrary to what many players seem to think, devourer is not actually overpowered. Here's why:

Devourer can be easily delayed by constant pressure on the enemy jungle. It takes a dedication by each of the lanes to support your own jungler on invades, but you can ward jungle paths and gank these junglers in the middle of their routes. Successful ganks can turn a game into a 4v5. You just have to play out the weakness of the item. One of the main take-aways from watching the pros play League of Legends is that they are constantly looking for ways to disrupt the enemy jungler and it really makes devourer's weakness show when they are able to consistently interrupt a devourer jungler.

If any changes should be made to devourer, its that the attack speed you gain from the item should scale with the number of devourer stacks up to the current value at sated transformation. This might be overkill though, because the item offers nothing but attack speed until devourer is finished.

Kaeblen12 votes
  1. Too strong once finished.
  2. Dragon control becomes a MUCH higher balance point of the game, allowing fast completion of item.
  3. on a large number of champions (the aa based junglers), it can be as strong ON-PURCHASE as the Warrior enchant, which does not scale. (some have claimed the Warrior enchant needs a buff.)

in short, it starts strong, and rewards snowballing too much.

RogueWill3 votes

My only real complain is the doubling of on hit-effect which makes it synergies way too much with item 3153. Shyvana used to be a champion gather around fast clearing and weak-ish ganking potential, almost no utility but in exchange tons of damage (correct me if I'm wrong but I always though that was her identity) so she was used as a way to set back either ganking or late game monster junglers by affecting their early game. Going Amumu against a Shyvana used t be a huge deal since you know she would be on your jungle constantly. Now she can just go item 3930 item 3153 and 4-hit people which would be somewhat acceptable since many other junglers can do the same (MasterYi XinZhao Jax ) the problem comes from shyvana's Q which adds a auto reset that hits double so she is able to apply 3AA+3procs of Saeted and BoRK in an instant giving her a huge burst...now her old bad ganking potential becomes irrelevant since she will burst you down way too fast if she manages to get a tad close. The item would be fine if the dual proc would be removed and maybe just buff the on hit effect a bit so it will feel some kind of rewards for finishing your stacks earlier.

jET3qA1ZwB4 votes

I feel as if "Sated Devourer" just needs to be removed in general it was fine as it was before but now junglers only need to be tanky with a trinity force or black cleaver and a challenger's smite to litterally out damage the rest of your team and siege towers so quickly that you honestly cant do much about it.

SwordGrunt2 votes

{quoted}

I'm not a jungle expert, so I'm asking this more to stay informed and in the loop than to offer a specific challenge/suggestion, but what is the nerf that it deserves?

Is it too easy to finish? Is it too good before finished? Should we be looking at a few specific outlier junglers? Is it just too strong once finished? Is there something else?

As you see it, what is the specific cost the game is paying on account of it being in its current state? It seems like there are a lot of different approaches one could take toward scaling it back a notch. If we were to do so, we'd want to make sure we did the right one.

Again, I'm not a jungle expert and I don't personally monitor items' performance, but I am interested in hearing all your opinions.

IMO the problem with Sated Devourer is very simple

Doubling on-hit effects is simply too strong on some champions, to the point they straight up break the game. Yi and Shyvana with their on-hits, and Kayle because she can go invulnerable for 3 seconds and able to do too much damage with the item.

I think this specific "power-up" portion should be reworked to something useful, but not as strong. It synergizes too well not only with some champion kits that are incredibly unfun to play against, such as the previously mentioned Yi, Shyvana and Kayle, but also with item 3153 and, honestly, the item by itself is already strong without any other interactions.

It's a creative mechanic and I applaud Riot's attempt to make it an useful item and bring life back to many forgotten junglers, and get rid of infinite scaling Feral Flare-style items. However the interaction with on-hits is simply too strong, the item alone will give you 180 magic damage every 2 autoattacks, so an average of 90 on hit-magic damage - which is already HUGE. Couple that with the fact that the item is, what, nearly 200% gold efficient without even counting its passive which is its main strength by far... and you've got a problem.

My suggestion? REMOVE the on-hit doubling, EXCEPT on its own effect, so you'll still get an average 90 magic damage on-hit. And grant it another minor bonus on every second autoattack, such as +15% movespeed for 1 second for sticking power, and/or a small amount of true damage (10% total AD?). I think this would keep the damage from going completely out of control with %health on-hits which is mostly what is abused right now majorly by Shyvana and consistently by anyone building BORK. Devourer should have its role clarified as a mixed damage powerhouse for champions that dive backlines, they definitely shouldn't be melting squishies INSTANTLY and tanks very quickly. I think Devourer's weakness should specifically be health stacking since it has incredible mixed damage, and that's why I suggest a SMALL amount of true damage, but also sticking power for champions that need it.

Reynard the ƒox22 votes

It's a poorly designed item. Riot needs to give up entirely on the damage on-hit jungle item and make a completely new item for attack speed junglers that has a different design.

iainB857 votes

Agreed... it's just painfully obvious that these on-hit items will syngerize too well with certain champions, and leave the rest in the dust.

The entire community could see this coming -- and they were right. Don't know how Riot didn't a) realize it themselves and/or b) listen to the community.

Vistha Kai16 votes

How many times does Riot need to add Feral Flare to the game to understand it simply doesn't work?

  1. Feral Flare added - broken, nerfed into uselessness, then removed.
  2. Devourer added - copy-paste of FF, broken, nerfed into a weak state.
  3. Sated Devourer added - more broken than the two previous versions combined, yet to be nerfed.

When I see Jax solo Baron at 20 because he has BotRK and Sated Devourer or when I look at the Death Recap and see that he did 50% damage with BotRK and 40% with Sated Devourer, then I know something is fucking wrong.

Liquid Children7 votes

The nerf it deserves is complete removal. They already broke the game with Feral Flare once, and now they've tried to do it again with an even stronger Feral Flare (Devourer). They need to learn that this concept is too volatile on certain champions and can create a negative game environment.

A bad Malzahar4 votes

The only jungler who consistently gets it before 20 minutes is Shyvana. Yi can get it fast too but he sacrifices all his ganks then and prays his team doesn't fall too far behind. Why don't you take advantage of a jungler only farming and get an early lead?

The normal Devourer junglers like Xin Zhao, Warwick, Udyr (he can get it very fast too) and Nocturne don't get it before 20 mins unless they get really fed through ganks and their bot lane wins so hard they can do an early uncontested dragon and get all rift scuttlers. But that means your team has no map control (by having weaker lanes) which means you probably would lose anyway.

Trash ADC Btw4 votes

The problem is that once that 20 minute mark hits, even if the enemy's pushed up to their base in all lanes and barely defending, Yi can now delete enemy tanks in 4 hits. Carries in 2.

A bad Malzahar7 votes

No he can't...lol. Unless you fed him alot of kills, he won't be doing that crazy amount of damage that early and with just a Sated Devourer.

Trash ADC Btw4 votes

BotRK + Sated + Wuju level 5 = Ded. Everything is ded.

A bad Malzahar4 votes

Not in 2 or 4 hits at that point.

Trash ADC Btw4 votes

The on hit true damage is doubled and he's hitting roughly twice a second, so he'll get out

Let's assume level 11 for 20 minutes in

129.8 Physical +60 Magic +51.51 true on hit

so one strike is 189.8 Phys+Mag+51 True

Let's assume he hit one thing to be sure he'll trigger his passive, because it's very easy to do so and it's a tactic that should be employed before going in.

Strike 1 = 241.31 damage +8% Bonus Phys of Current HP Strike 2 = 352.82 damage +16% Bonus Phys of Current HP Strike 3 = 241.31 damage +8% Bonus Phys of Current HP Strike 4 = 352.82 damage (Triggers his passive) +16% Bonus Phys of Current HP *+241.31 +8% of Current HP after initial hit due to passive.

Total = 1429.57 +8% Max HP, 16% Current HP, 8% Current HP, 16% Current HP and 8% Current HP in damage in 4 hits, assuming that the doubling affect of his 4th strike doesn't again double Sated Devourer.

of which 360.57 is True Damage.

Without any abilities but Wuju-Style, and without building anything but Sated and BotRK.

bearing in mind that he can place that 594 at the 2 mark if he needs to and jump on a carry, immediately nuking them for over 800 Damage +~23%, I rest my case.

Knight SoIaire 1 votes

what needs the nerf isnt the sated devourer but the devourer before getting sated

the way it works now ... master yi buys devourer ... and he is as strong as he should be spending that gold elswehere

so sated jungler can have realy good starts and even snowballl like mad

the period of obtaining and stacking the devourer should be those guys weakness ... instead they seem to be getting the most of possible advantages and the least of the possible costs

owerall sated devourer is quite well designed ... it just amplified certain kit's late game scaling but payment for late game scaling is early game weakness ... this is where normal devourer fails

Trash ADC Btw9 votes

It also fails at being late game, since it can be sated in 20 minutes.

Abyssphere5 votes

{quoted}

It also fails at being late game, since it can be sated in 20 minutes.

Assuming you buy more on-hit items, the item is a late game item. It doesn't need to scale into the late game by taking forever to stack, it scales into late by scaling with the other items you buy. Sated Devourer is a lot more powerful with 5 on-hit items than it is with 2, and it'll take you a lot of time to complete all those items.

Of course this falls apart when Botrk is broken enough that you just need to get that and you're done, but in a perfect world Sated is an item that scales into the late.

Trash ADC Btw9 votes

The problem with that is simple.

item 3153 +item 3933 = Melt any tank in 4 AAs at just about any stage of the game.

I main Rammus. I get melted by sated on Kayle when she's an item behind me and two levels below me in about 4 hits while my fully upgraded W is active.

urgotdangit4 votes

{quoted} I get melted by sated on Kayle when she's an item behind me and two levels below me in about 4 hits while my fully upgraded W is active.

No you don't.

Möral Support4 votes

{quoted}

I get melted by sated on Kayle when she's an item behind me and two levels below me in about 4 hits while my fully upgraded W is active.

No you don't. You've never played rammus into kayle then.

Trash ADC Btw5 votes

I did that earlier today, got melted. Just as expected.

Trash ADC Btw6 votes

Go ahead. Try it in a custom.

Kuroi863 votes

That doesn't have so much to do with Sated or Bork as it does with Kayles passive, which is a bit nasty towards tanks/bruisers.

Trash ADC Btw4 votes

While that is nasty, it doesn't get through even 15% of my armor and MR, just as before. It has more to do with this happening; Calculating the numbers with just BotRK and Sated at level 11, as with my Yi example in the other thread;

Devourer + Kayle's E on hit

Hit 1: +120 Magic Damage Hit 2: +240 Magic Damage Hit 3: +120 Magic Damage Hit 4: +240 Magic Damage

Attack Damage and Shred per hit

Hit 1: 111.6 +3% Armor/MR Shred +8% Current HP Hit 2: 111.6 +6% Armor/MR Shred +16% Current HP Hit 4: 111.6 +3% Armor/MR Shred +8% Current HP Hit 4: 111.6 +6% Armor/MR Shred +16% Current HP

231.6 +8% CHP at 100% Armor/MR 351.6 +16% CHP at 97% Armor/MR 231.5 +8% CHP at 91% Armor/MR 351.6 +16% CHP at 88% Armor/MR

At two items, A tank's Max HP, assuming current Randuin's And Banshee's, take for instance, Rammus, My main;

2460 HP

Let's take the armor and MR numbers from those items and Merc's Treads + base and factor those

143 Armor 125.85 MR

Hit 1 Physical damage = 126.91 after mitigation of ~59% Hit 1 Magical damage = 53.13 after mitigation of ~56% --Hit 1 Total Damage = 180.04

Hit 2 Physical Damage = 200.08 after mitigation of ~58% Hit 2 Magical Damage = 108 after mitigation of ~55% --Hit 2 Total Damage = 308.08

Hit 3 Physical Damage = 118.51 after mitigation of ~56% Hit 3 Magical Damage = 56.4 after mitigation of ~53% --Hit 3 Total Damage = 174.91

Hit 4 Physical Damage = 183.59 after mitigation of ~54% Hit 4 Magical Damage = 112.8 after mitigation of ~53% --Hit 4 Total Damage = 296.39

You are correct, that is nowhere near lethal.

I am left with 1501 HP, having lost about 40% to four AAs from a two item Jungler in exactly... 2.92 seconds.

The problem with Kayle, unlike the True Damage Junglers, is her ulti. Which gives her 2.5 seconds of uninterruptable action at level 11. This is more than enough to walk past me and deliver that damage with FAR less mitigation to any of my carries, given her movement speed buff and point and click damage + slow, there's nothing anyone can do but try to peel, as stated, I end up 40% HP down before the fight even starts, and I can only lock her up for pretty much exactly the duration of her ultimate with my maxed E.

The true damage junglers on the other hand will 100-0 me in 4-6 attacks. Depending on your jungle, that's 2.2 to 2.75 seconds. With animation Resets in Vayne's Kit, even faster.

Nonetheless you are correct and I retract my statement about Kayle fourshotting Rammus from even, or even behind on farm. She must have had a third item I didn't see, likely Nashor's. I mistook the attack time for 4 AAs when it was something like six and misjudged the situation then. I apologize.

Kuroi863 votes

Admittedly, her ult is ridiculous and when the inevitable comes and she is up for a rework, we'll likely see that done away with. Between her ult, her passive and her E, Kayle is simply destined to be a late game monster no matter how you build her.

Sated Devourer isn't as big of an issue as people think, it's a definitive power spike for on hit champs who usually have to wait another ten to fifteen minutes before they start becoming an issue, but this is inherent in the class that is melee carry. Either their early game is so blah and weak that you're either power farming or getting farmed until the 20-30 minute mark, or something comes along and suddenly that near broken level of power you bring to bear late game hits early and you're wrecking house.

Sated Devourer is an attempt to make the on hit/melee carries viable and unlike Feral Flare is MUCH closer to accomplishing this. Honestly some tweaking is all that's really necessary. It doesn't have the on hit heal which is what made FF so dangerous and without the ability to abuse Challenging Smite we're closer than ever to seeing a decent item for on hit junglers and melee carries.

Möral Support4 votes

[{quoted}](name=Hagane No Arashi,realm=EUNE,application-id=3ErqAdtq,discussion-id=sKZ1BtYl,comment-id=0000,timestamp=2015-08-10T19:23:13.035+0000)

what needs the nerf isnt the sated devourer but the devourer before getting sated

the way it works now ... master yi buys devourer ... and he is as strong as he should be spending that gold elswehere

so sated jungler can have realy good starts and even snowballl like mad

the period of obtaining and stacking the devourer should be those guys weakness ... instead they seem to be getting the most of possible advantages and the least of the possible costs

owerall sated devourer is quite well designed ... it just amplified certain kit's late game scaling but payment for late game scaling is early game weakness ... this is where normal devourer fails

Dont say its healthy at all. Kayle MasterYi XinZhao get the item and can apply on hits TWICE. That means, XIN can hit a target two times and knock them up. Master Yi can hit a target 2 times then TECHNICALLY deal 3 autos in one hit. Kayle, can easily eliminate targets with 2 e's.

Knight SoIaire 2 votes

it is healthy when it is ballance propertly

it amplifies your kit's capability to scale into late game and increases your benefits of building offense

the thing is that champions who buy it ... get that power too fast

Vistha Kai5 votes

For it to be anywhere near balanced state it should not give ANY stats other than the double on-hit.

Orbv8 votes

You forget the one champion nobody complains about, but has a crazy amount of burst/sustain with it, Aatrox . I played one and was honestly shocked why I haven't seen him this month. 200 + 100% Bonus AD is a lot of damage every 2 hits.

TwitchInMyPants4 votes

{quoted}

You forget the one champion nobody complains about, but has a crazy amount of burst/sustain with it, Aatrox . I played one and was honestly shocked why I haven't seen him this month. 200 + 100% Bonus AD is a lot of damage every 2 hits.

Every champion is broken with it and yea Aatrox is strong right now but there's better champions with it. It definitely shows how Aatrox's viability is highly dependant on the viability of attack speed items but really anyone who likes attack speed will end up outdamaging anyone else who doesn't run a sated.

RocketRelm2 votes

On the one hand, I thought "Why would you play Aatrox for this when there are significantly better choices?"

And then I thought "Because those 5 better options got Banned, and this is better than no devourer at all."

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