This is why Sated Devourer is actually fine and doesn't need nerfs

HateDaddy··34 votes·2,947 views

Greetings Gameplay and Balance,

Your friend HateDaddy here with another insightful, thought provoking thread. Today I'm going to talk about sated devourer and why, post Kayle nerfs, it's actually in a really great spot and doesn't need any changes. Before dismissing this, I urge you to read all of this as it thoroughly explains the checks and balances the item has innately, whether these were intended by riot or not is up to your disccression, I think it was.

For starters, let's get this out of the way, dated devourer is not a good item in competitive play. Why? Because in competitive play, Junglers are rarely afforded the opportunity to power farm to get the gold to acquire it, stack it and then add additional items so they aren't a walking ginger bread man that crumbles when you look at it wrong but wields the final upgraded master sword from legend of Zelda: a link to the past (yeah that fucking carrot sword). They sacrifice too much of their farm and exp to their teams for it to ever be reliably good, competitive has had it in its patches now for awhile and it hasn't been touched. Simply put, the style of play for junglers in competitive play does not cater to the heft demands of what is required for a sated devourer Jungler to be good.

Okay, so I must be nuts right? I must not have seen what a sated Yi does or a sated Shyv does, right? Oh, I have. Believe me I have. But I also realize that most of these champions are squishy melee champions, many of whom lack the ability to gank as strongly as the mets junglers and they often times will spend a lot of time during early-mid game farming for the item and farming it up, leaving a pretty disgusting discrepancy in map pressure between what a sated jungler will output and a standard output jungler will output. That's a big deal, that's a very big deal.

But I also realize it's solo queue and not every game is this simple, leaving more junglers the afforded opportunity to farm them easier than most people realize. But that's the name of the game, gank like a mother fucker while they're farming and force them to pick between applying map pressure themselves and sacrificing their farm and hard delaying their scaling or beat their team down while they try to farm. But quite honestly, that's not untrue for a lot of champions in general, especially in solo queue. So why is this looked upon so differently? It really shouldn't be quite frankly.

Let's also talk more about the majority of these melee junglers. What defensive stats does sated devourer often? None. Does it contribute to burst the way warrior does for many AD junglers that give them safety in the sense that they build warrior, go in and burst and force the enemy to either die or be incapable of fighting back? No, it most certainly doesn't. Many of these junglers will remain incredibly squishy and prone to being easily bursted prior to them buying 4 items because their first two items are typically sated/BoTRK or sated/Trinity. Some of them are also incredibly snowbally junglers, sated didn't really change it. Yi was always a snowbally jungler, Xin was always a snowbally jungler (who also fell off the face of the earth late game). They also he good synergy with other enchantments before this, which is why many of their winrates havent budged at all since sated was added.

So a summary of this: these are champions that typically need to snowball hard to not have themselves or their team fall behind as they farm their devourer item and acquire gold to be durable so they don't insta-die when teamfights happen due to being incredibly squishy. This wasn't untrue for them prior to sated being added and sated is capped so it doesn't get to a point where they farm forever either. This changes very little about many of their play patterns and in reality, sated just gives champions like Xin a bit of a better late game. Sure sated Yi does redonk damage but Yi with warrior did redonk damage, too. A 6-item sated Yi or a six item warrior Yi probably kill you just as fast regardless but both of them at their respective jungle item spikes do roughly the same thing regardless: kill or be killed due to how squishy they are. This principle honestly applies to basically every standard melee jungler as well.

So the next part of this talks about Kayle, because there was quite a bit of an uproar when riot nerfed her, but not the item. Well, for starters, jungle Kayles winrate skyrocketed when sated came out (I think it was as high as 58% at one point).

But why was it so good on her? What made her broken with it but others not so much (as I've implied)? Quite frankly and simply put, Kayles kit. Kayle is basically a ranged champion with her E and offers pretty good gabks with her powerful slow and onslaught of raw damage early-mid game. She was the only sated jungler who could safely get a MASSIVE power spike because she applied it from range in AoE. And she has an ult that makes diving her an impossible task. Dive Kayle and wait out her ult? Yeah you'll kill her but you'll die to the rest of her team. Don't dive sated Kayle? Rip. This isn't bias or anything either, Kayle with just a sated got such a ridiculous powerspike and could safely apply it that basically no other jungler could because they weren't ranged and they HAVE to be in the thick of things.

This is honestly why she was broken with the item, and while the item probably did break her, the reality is, Kayles kit is a cluster fuck of a nightmare issue balance wise and needs pretty big changes (it's why she's been nerfed so hard repeatedly, again this isn't bias, history shows us this). And the item didn't change the play pattern or power spikes of its other uses, it's just giving many of them a better late game or huge dps champions like Yi who already did a fuck ton of damage an alternative item. It didn't break them, and since we will never have competitive play as a reference for this, at most all we can do is look at winrates and while certainly many of them have a higher winrate than average, I wouldn't be concerned about it because their play style is the same and you have lots of opportunities to punish them for going sated.

So tl;dr buff Nasus, buff Jax, nerf lux and buy me pax jax. Thanks for the read again, friends. Until next time!

72 Comments

joebobby14127 votes

I appreciate your opinion and yes I read through the whole thing and here is why I will continue to think Devourer is broken.

I don't follow competitive play, so I will take your word for it not being used very much, if at all.

You make a valid point about the counter play being relatively straight forward, but to truly capitalize on the first 20 minutes of the game in which the enemy jungler will be weak you need a decent amount of coordination with your team.

You can gank heavily and force early drags, but that's only by working with your team. the difficult part of a gank in solo queue was never that the enemy was playing too safely, or fear of a counter gank. It's that will you be able to 100-0 that champion basically alone, maybe slight help from a relatively attentive laner.

The reason Devourer will continue to be broken is why Yi despite not being OP continued and now with Devourer continues to dominate low level play. People are not capable of working as a team to the level that is needed to counter this item. This item has made a half dozen possible Yi picks.

I understand that people should be better and should play as a team more, but if you are in Bronze and maybe only 2 people in the whole game think to do drag before 30 minutes how do you expect them to play against any Devourer Jungler?

If Devourer has seen as little pro play as you suggest than it has no place in the game. It is OP for normal players and worthless to professionals.

HateDaddy5 votes

{quoted}

I appreciate your opinion and yes I read through the whole thing and here is why I will continue to think Devourer is broken.

I don't follow competitive play, so I will take your word for it not being used very much, if at all.

yep, no troubles

You make a valid point about the counter play being relatively straight forward, but to truly capitalize on the first 20 minutes of the game in which the enemy jungler will be weak you need a decent amount of coordination with your team.

there's not as much coordination in solo queue, I grant you this. But a jungler with devourer is usually only good at skirmishing, so he wants to force skirmishes and not all-out teamfights early-mid game when possible. In that same light, the potential to organize a team to skirmish in his favor is just as limited as a potential to coordinate efforts to attempt to shut down an enemy jungler farming their devourer. And I'd take it one step further and make the case the item doesn't suddenly win the game anyway, it comes down to champion specifics at that point. That alone, when an item's balance comes down to champion's kits specifically, usually suggests its fine.

You can gank heavily and force early drags, but that's only by working with your team. the difficult part of a gank in solo queue was never that the enemy was playing too safely, or fear of a counter gank. It's that will you be able to 100-0 that champion basically alone, maybe slight help from a relatively attentive laner.

You're not forced to gank heavily or acquire dragons (but you do want to prioritize dragon because basically any jungler post 5+ is capable of soloing dragon). It's just a matter of understanding what your team does. If you have an Amumu jungler, even if he farms and doesn't gank, he's going to be much better than any sated jungler in teamfights. It's just a matter of understanding your options and what your potential is versus their potential, again, this is something that suggests the item has balance because it's not an automatic win upon purchasing it.

The reason Devourer will continue to be broken is why Yi despite not being OP continued and now with Devourer continues to dominate low level play. People are not capable of working as a team to the level that is needed to counter this item. This item has made a half dozen possible Yi picks.

Yi is pretty much just as good and pub-stompish with warrior enchantment. He'll burst harder with it early-mid game. I suspect if anything, devourer woke the sleeping pub stomper yi up again. He's always been pub-stompy, probably will always continue to be, regardless of what he builds.

I understand that people should be better and should play as a team more, but if you are in Bronze and maybe only 2 people in the whole game think to do drag before 30 minutes how do you expect them to play against any Devourer Jungler?

Again, this is where I stress that devourer isn't an automatic bid to a win late game. It doesn't give champions the abilities to do things they weren't capable of already doing. Let's take Yi for example, Yi already did a fuck ton of damage prior to these changes, that didn't change with the addition of devourer. It's champ specific, comp specific, and some of these champions are just natural pub stompers regardless of builds.

If Devourer has seen as little pro play as you suggest than it has no place in the game. It is OP for normal players and worthless to professionals.

It has no place for the meta of competitive jungle at the moment, that doesn't mean it can't ever change. It's better in solo queue because of the lack of coordination, but it gives some champions better scaling in what they excel at, which helps them. But as I stated, it doesn't suddenly give someone the ability to do things they couldn't do already anyway. I think it's a cool item and I'm happy it's in the game.

joebobby14122 votes

I don't think either of us are going to suddenly convert the other.

I don't think that Sated is an insta-win. Nothing is. You still have to play the game with some level of relative skill to beat your opponent, but I do think junglers with Devourer are significantly stronger than junglers without it, to the point of being OP.

HateDaddy1 votes

{quoted}

I don't think either of us are going to suddenly convert the other.

I don't think that Sated is an insta-win. Nothing is. You still have to play the game with some level of relative skill to beat your opponent, but I do think junglers with Devourer are significantly stronger than junglers without it, to the point of being OP.

I think this only applies to Shyv and Kayle, maybe, just MAYBE udyr. But it doesn't change what they do and Udyr is retardedly strong with all the jungle items honestly (no lies, I've seen RG udyrs do work in diamond1/masters).

The Yetii Rider5 votes

The reason people don't like Sated is because it doesn't matter how hard you camp the enemy lanes if the Devourer jungle secures dragons faster than you can ward and can take baron at 23 minutes. You could win every lane but an early baron buff coupled with second dragon for massive damage to towers will allow the Devourer team to stabilize the board.

The massive confusion in solo queue combined with the support being in bot lane and still likely either in mid or watching the ADC free farm in bot around 20 minutes means that an early baron goes uncontested a lot of the time (I know this for a fact. I am a Nunu main, and I take baron at 20:43, on the dot. I have had teams concede at 20:47 because of the new global Baron roar).

As a counterjungler, I have little to zero map presence before 20 minutes. Doesn't matter. I get dragons and barons for my team, and the enemy jungler can go 6/0/3 in the first 20 minutes but baron empowered waves that early will destroy everyone, especially since mid lane mages with large wave clear are out of the meta.

That's why Sated Devourer is unfair. Because it lets every Sated jungler control neutral objectives by themselves rather than as a team, and then it falls on the enemy team to force those objectives while the rest of the ally team is pushing lanes and trying to re-establish map control.

HateDaddy3 votes

{quoted}

The reason people don't like Sated is because it doesn't matter how hard you camp the enemy lanes if the Devourer jungle secures dragons faster than you can ward and can take baron at 23 minutes. You could win every lane but an early baron buff coupled with second dragon for massive damage to towers will allow the Devourer team to stabilize the board.

That is so untrue, I don't even know where to start. If you snowball lanes, you win the game. A sated jungler isn't going to outcarry that. If you're giving up baron buff to a team that is behind, it's a problem with you, not the item.

The massive confusion in solo queue combined with the support being in bot lane and still likely either in mid or watching the ADC free farm in bot around 20 minutes means that an early baron goes uncontested a lot of the time (I know this for a fact. I am a Nunu main, and I take baron at 20:43, on the dot. I have had teams concede at 20:47 because of the new global Baron roar).

I don't understand how this is related, but ok.

As a counterjungler, I have little to zero map presence before 20 minutes. Doesn't matter. I get dragons and barons for my team, and the enemy jungler can go 6/0/3 in the first 20 minutes but baron empowered waves that early will destroy everyone, especially since mid lane mages with large wave clear are out of the meta.

Again, untrue

That's why Sated Devourer is unfair. Because it lets every Sated jungler control neutral objectives by themselves rather than as a team, and then it falls on the enemy team to force those objectives while the rest of the ally team is pushing lanes and trying to re-establish map control.

A sated devourer jungler shouldn't be able to solo baron at 23 minutes (i doubt that's even possible). There's honestly so much wrong with this post because it's anecdotal and incorrect regarding the information provided.

The Yetii Rider1 votes

{quoted}

There's honestly so much wrong with this post because it's anecdotal and incorrect regarding the information provided.

And? Not sure why you don't get this, but facts don't affect anything about this community's opinion. People hate things because of their experience with those things. They call for nerfs because of anecdotal evidence, because that is visible, tangential. It affects them personally.

Using things like discussions of a champion's power before compared to now isn't going to do any good. People who would agree have already come to that conclusion on their own, and people who don't refuse to because of their experience with the item.

HateDaddy2 votes

{quoted}

And? Not sure why you don't get this, but facts don't affect anything about this community's opinion. People hate things because of their experience with those things. They call for nerfs because of anecdotal evidence, because that is visible, tangential. It affects them personally.

The community is composed of mostly lower elo players, and I say that without trying to offend anyone but its true. The game is balanced around the highest level of play, so generally this game isn't balanced around incorrect, misinformed opinions. They can call for anything they want, if it's wrong, it's wrong.

Using things like discussions of a champion's power before compared to now isn't going to do any good. People who would agree have already come to that conclusion on their own, and people who don't refuse to because of their experience with the item.

And we shouldn't diminish the quality of the game because most people are misinformed and lack a true understanding of this game in depth. That's why the game isn't balanced around those players.

The Yetii Rider1 votes

{quoted}

The community is composed of mostly lower elo players, and I say that without trying to offend anyone but its true. The game is balanced around the highest level of play, so generally this game isn't balanced around incorrect, misinformed opinions. They can call for anything they want, if it's wrong, it's wrong.

And we shouldn't diminish the quality of the game because most people are misinformed and lack a true understanding of this game in depth. That's why the game isn't balanced around those players.

Pretty sure that noob-stomping is still frowned upon, that's why Darius got nerfed a while back.

Riot has stated they balance around plat/diamond level, but this item simply requires games to be closed out quickly or teams to work together for it to not completely decide the game, and drawn out games with poor map pressure are the norm in bronze and silver.

If Riot does not intervene, then not only will Devourer become the only way to jungle in low Elo (you seem unconcerned but this would likely push players away from climbing altogether and potentially slow or halt the increase of skilled players in this game) but it will also encourage smurfing and give smurfs essentially a consistent and unbeatable way to carry in bronze and silver (arguably they can already do this, but an overtuned item just exacerbates the skill gap).

It should be relatively simple to change Devourer to allow its power spike to be slightly delayed or not so horribly immediate once you go from 29 to 30 stacks. Reducing the number of stacks dragon gives from 5 to 2, for example. That simple change would allow early lane pressure junglers to get just a few minutes more to establish map control before Shyvana barrels out of the jungle with Sated.

HateDaddy2 votes

{quoted}

Pretty sure that noob-stomping is still frowned upon, that's why Darius got nerfed a while back.

Riot has stated they balance around plat/diamond level, but this item simply requires games to be closed out quickly or teams to work together for it to not completely decide the game, and drawn out games with poor map pressure are the norm in bronze and silver.

If Riot does not intervene, then not only will Devourer become the only way to jungle in low Elo (you seem unconcerned but this would likely push players away from climbing altogether and potentially slow or halt the increase of skilled players in this game) but it will also encourage smurfing and give smurfs essentially a consistent and unbeatable way to carry in bronze and silver (arguably they can already do this, but an overtuned item just exacerbates the skill gap).

I'm not concerned because I think this is just a bunch of QQing without anything tangible. I don't think I see it ever going that far, it's just what's hot at the moment. Whatever high elo strat trickles down a month from now is just going to overtake that. I think you're spending too much time worrying about it honestly.

It should be relatively simple to change Devourer to allow its power spike to be slightly delayed or not so horribly immediate once you go from 29 to 30 stacks. Reducing the number of stacks dragon gives from 5 to 2, for example. That simple change would allow early lane pressure junglers to get just a few minutes more to establish map control before Shyvana barrels out of the jungle with Sated.

I don't think that's necessary but if Riot does deem that they want it toned down, that's probably not a terrible approach.

ilt4 votes

Have you seen a fed devourer Kayle? The amount of time she's invulnerable from her ult is more than enough to pentakill your team

HateDaddy15 votes

{quoted}

Have you seen a fed devourer Kayle? The amount of time she's invulnerable from her ult is more than enough to pentakill your team

Did you even read this? It addresses while Kayle needed to be nerfed and why she was and probably will receive more nerfs.

Please, actually read the content before commenting or voting.

ilt2 votes

I'm sorry... it's really long

HateDaddy14 votes

{quoted}

I'm sorry... it's really long

Jesus is that what these boards do? Downvote without even reading because it doesn't cater to their hivemind QQ? Read it, I actually thoroughly explain why the item is fine, man! C'mon now!

ImSoFull3 votes

{quoted}

Did you even read this? It addresses while Kayle needed to be nerfed and why she was and probably will receive more nerfs.

Please, actually read the content before commenting or voting.

No one's reading this book he wrote, sides you.

HateDaddy12 votes

{quoted}

I don't want to take the time to read reasonable, logical and rational posts that have depth and insight behind them because they differ from my bias, misinformed opinion that lacks any real understanding on the topic in the first place

Fixed

NemeBro4 votes

I love Sated Devourer. I'm glad I'm not the only person who doesn't think it's overpowered.

"Master Yi can shred tanks like they're nothing!"

He always could. I once 1v3'd a Shaco, Azir, and tank Renekton as Master Yi late game. Renekton's tank items did nothing for him. He just died last.

Not to mention, Sated has actually made junglers like Aatrox or Jax fairly viable in the jungle, and has provided alternate build paths for some junglers like Trundle or Xin Zhao.

Item is baller, and has balanced strengths and weaknesses (albeit mostly in Solo Q, where carry junglers are more viable than in pro play).

HateDaddy3 votes

{quoted}

I love Sated Devourer. I'm glad I'm not the only person who doesn't think it's overpowered.

"Master Yi can shred tanks like they're nothing!"

He always could. I once 1v3'd a Shaco, Azir, and tank Renekton as Master Yi late game. Renekton's tank items did nothing for him. He just died last.

Not to mention, Sated has actually made junglers like Aatrox or Jax fairly viable in the jungle, and has provided alternate build paths for some junglers like Trundle or Xin Zhao.

Item is baller, and has balanced strengths and weaknesses (albeit mostly in Solo Q, where carry junglers are more viable than in pro play).

Yeah exactly, it doesn't suddenly give champions the capacity to do things they weren't already capable of doing, it just makes them better at doing what theu excel it, which is why sated is good on champions with on-hit passives. It's just an item that offers better scaling for most junglers but most junglers who build it need more than just the sated devourer upgrade to to work, otherwise they're too squishy and just kind of die. In that same light, you could say "oh well they'll just clean up." I argue to that, they were probably good at cleaning up before sated devourer anyway and the item didn't give them that capacity because they already had it.

ImSoFull2 votes

{quoted}

Yeah exactly, it doesn't suddenly give champions the capacity to do things they weren't already capable of doing, it just makes them better at doing what theu excel it, which is why sated is good on champions with on-hit passives. It's just an item that offers better scaling for most junglers but most junglers who build it need more than just the sated devourer upgrade to to work, otherwise they're too squishy and just kind of die. In that same light, you could say "oh well they'll just clean up." I argue to that, they were probably good at cleaning up before sated devourer anyway and the item didn't give them that capacity because they already had it.

winning the game post 20min is balanced.

HateDaddy4 votes

{quoted}

winning the game post 20min is balanced.

So you're telling me the minute 21 minutes in hits, a sated devourer jungler has Sated Devouer, botrk, tier 2 boots, defensive item 1, defensive item 2, offensive item 3? Be real, it's not a bid to an automatic late game win either. Most of these champions still have a lot of issues in the first place with fighting and are loaded with counterplay, this doesn't change that.

Spicy Rice2 votes

I ofteb have sated full boots and tri or frozeb heart by 20, and finish the other by 25. Udyr

For Carthage4 votes

I think it's less that it's broken and more of this:

So you have devourer, right? Only way to get it maxed is to sate it.

Meanwhile, the main counters to a sated devourer are:

  1. Counter-jungle, and

  2. Gank like crazy.

So you have two options. Well, here's the thing:

A sated devourer, given a certain amount of time, will inevitably get their power spike so long as the game does not spin out of control for them. This happens from time to time. It does not necessitate balance because many champs don't see a perfect winrate who are considered "broken".

However, ganking and counter-jungling are up to the player. It is not an inevitability, it is not guaranteed - the enemy jungler is not going to be at the same spot every time at the same time at the same health like jungle monsters will be. The enemy lanes will not be at the same health at the same position with you at the right distance to gank every time. There can be games where you get literally no opportunities to gank, and there can be ganks where your ganks just don't pan out to the best outcome. This sacrifices your power spike.

But a devourer jungler will always have that power spike as long as his team still has an iota of control over anything. It is a riskless item - or, well, I guess that's unfair. I suppose the risk is that if your team can't hold their own for long enough then you may never spike. But once you reach the powerspike, you can treat it like an ADC with an IE on steroids - you don't get any defensive stats from an IE. But the fact that you're able to dish out enough damage for defense to hardly become an issue is what makes that point completely moot.

It is not necessarily a broken item, and it may not necessarily be an overpowered item - but it is a very unhealthy item when it comes to gameplay.

HateDaddy3 votes

[{quoted}](name=For Carthage,realm=NA,application-id=3ErqAdtq,discussion-id=w8yzEKsE,comment-id=000d,timestamp=2015-08-25T05:35:09.387+0000)

I think it's less that it's broken and more of this:

So you have devourer, right? Only way to get it maxed is to sate it.

Meanwhile, the main counters to a sated devourer are:

  1. Counter-jungle, and

  2. Gank like crazy.

So you have two options. Well, here's the thing:

I'll stop you here. These are reasonable forms of counterplay, and these aren't the only options. Once again, it comes down to comps. I'll use my Amumu example. I'll take a farmed amumu in the jungle over a farmed sated devourer every day of the week. It's not that simple, it's like the people who say a farmed Nasus is auto-win late game, it's not. There's so much more depth to it than that, which tells you if that's actually the case, it's fine.

A sated devourer, given a certain amount of time, will inevitably get their power spike so long as the game does not spin out of control for them. This happens from time to time. It does not necessitate balance because many champs don't see a perfect winrate who are considered "broken".

However, ganking and counter-jungling are up to the player. It is not an inevitability, it is not guaranteed - the enemy jungler is not going to be at the same spot every time at the same time at the same health like jungle monsters will be. The enemy lanes will not be at the same health at the same position with you at the right distance to gank every time. There can be games where you get literally no opportunities to gank, and there can be ganks where your ganks just don't pan out to the best outcome. This sacrifices your power spike.

There's always ways to gank, even if they're all pushed in. Watching the minion wave in mid and how it resets tells you when you can. Lane ganking in top lane/bot lane is extremely possible. Farming, if at the very least, is your only option then you're still getting a pass to gold. Depending on who you are, that isn't a bad thing. For example, Lee Sin is godlike early. If he's not able to get off good ganks early, that's his problem - don't play Lee Sin if you can't find ways to gank early. Working as intended.

But a devourer jungler will always have that power spike as long as his team still has an iota of control over anything. It is a riskless item - or, well, I guess that's unfair. I suppose the risk is that if your team can't hold their own for long enough then you may never spike. But once you reach the powerspike, you can treat it like an ADC with an IE on steroids - you don't get any defensive stats from an IE. But the fact that you're able to dish out enough damage for defense to hardly become an issue is what makes that point completely moot.

Most jungle items are "riskless" items, what does this change? They all enchance your potential to farm, give you better ganking power or give you skirmishing power. This isn't untrue for other items. Sated is decent because it does initially give attack speed when you purchase it, but prior to it being sated, what the hell does attack speed do? You don't do much with it to be honest, it helps clear, it's a little more damage but it's not great until you spike with sated. Meanwhile, warrior enchantment is straight AD and armor pen and is a huge spike for casters the moment they buy it. This isn't riskless, this is the process in which these items hit their spikes. Even if you build devourer, get it sated early, so what? It's not auto-win, you're likely a champion with extreme difficulties teamfighting (as most melee auto attack champions are). This doesn't make that go away.

Last thing, theres never going to be a game where by 15-20 minutes in, there wasn't a moment to gank or to dive something as a gank-oriented jungler. It can happen in theory, but I don't see it happening in any solo queue game where there isn't pressure being provided.

It is not necessarily a broken item, and it may not necessarily be an overpowered item - but it is a very unhealthy item when it comes to gameplay.

It's not an unhealthy item. Its deemed an unhealthy item because people refuse to see that it isn't a problem. They think farm sated + get good scaling is unhealthy but they literally have to powerfarm or snowball to do this. Any other jungle item that you purchase is going to have immense power spikes as well, warrior makes you hit harder and burst harder, juggernaut is going to make you tankier (it might've been overnered, that's not a deverouer problem), runeglaive is death to all. Sated takes a bit longer to scale and helps on-hit champions (who let's face it, the majority of them aren't good) do a bit better in their niche. This isn't unhealthy, people consider it unhealthy because it's a scapegoat to use because they're using and playing poorly and notice the other jungler has a sated devourer and they blame it on that because they refuse to acknowledge they fucked up.

For Carthage2 votes

{quoted} It's not that simple, it's like the people who say a farmed Nasus is auto-win late game, it's not. There's so much more depth to it than that, which tells you if that's actually the case, it's fine.

I never said it was an auto-win. But devourer junglers can be extremely problematic once farmed, enabling viable, very strong split-pushing (in the cases of champs like Yi and Udyr) or increased amounts of CC (for champs such as Xin and... he might actually be the only one on that). While Amumu can counter these champs, that's not always an option - and even so, there are ways around it, such as Xin having the ability to knock away enemies still that would then dogpile on the opportunity. Udyr has natural tankiness to back him up and Yi is perfectly capable of still W'ing through the duration - although, that's given Yi is actually there for the ult, which any Yi worth his salt will usually wait until Amumu blows his ult.

Please note also that there are numerous reports of bugs involving Yi's interaction with the Sated boost - the fact he is still functioning enough to not be hotfixed despite this is alarming to consider what he'd be like if he actually did see the issues fixed.

There's always ways to gank, even if they're all pushed in. Watching the minion wave in mid and how it resets tells you when you can. Lane ganking in top lane/bot lane is extremely possible. Farming, if at the very least, is your only option then you're still getting a pass to gold. Depending on who you are, that isn't a bad thing. For example, Lee Sin is godlike early. If he's not able to get off good ganks early, that's his problem - don't play Lee Sin if you can't find ways to gank early. Working as intended.

You can always gank all the time. Is it always a good idea? No. Should it be done at every single point and opportunity you see? Not really. Are there some champs that you reeeeeeeally don't want to gank considering the repercussions that can occur (especially given the frailty of teammates in solo-queue)? Definitely. So when I say "no opportunities to gank", I mean that as a jungler staring down the barrel of your choice to see if you're the lucky loser of Russian Roulette, there will be games where you can never say, "That is a worthwhile use of my time and would put me ahead most definitely to gank that lane." In fact, certain times you're going to find that doing this can actually put you far further behind than you ever would have gained. As a midlaner who has had the jungler with the philosophy that they can "always gank" then turret dive my opponent and die to their turret thus giving the enemy laner a buff, I can say this for certain - stop seeing gank opportunities where there are not.

Most jungle items are "riskless" items, what does this change? They all enchance your potential to farm, give you better ganking power or give you skirmishing power. This isn't untrue for other items. Sated is decent because it does initially give attack speed when you purchase it, but prior to it being sated, what the hell does attack speed do? You don't do much with it to be honest, it helps clear, it's a little more damage but it's not great until you spike with sated. Meanwhile, warrior enchantment is straight AD and armor pen and is a huge spike for casters the moment they buy it. This isn't riskless, this is the process in which these items hit their spikes. Even if you build devourer, get it sated early, so what? It's not auto-win, you're likely a champion with extreme difficulties teamfighting (as most melee auto attack champions are). This doesn't make that go away.

There's a reason devourer is built primarily on champions who already have AA steroids - it's so they can proc their AA steroids far quicker. To be fair, it's not nearly as stifling immediately as it was at the pre-season point - 50 magic damage straight out the buy on hit was a bit atrocious. They halved it and made it mediocre, and then they added this buff with an additional 5 magic damage at the start. Not overwhelming as a beginning, but it still helps. All in all, honestly devourer gives about an identically reasonable stat boost on buy as any other item, if only a little behind initially - the difference lies in the fact that if another champ wants to see some spiking power with an enchantment like Warrior or Runeglaive, they have to apply it to something other than farming as their items will give no further benefit anymore - they've reached the peak of their item. However, if they were to just farm from then on, they would find themselves coming up short in terms of power in comparison to their devourer counterparts, who will hit a sudden spike in power off of an item they bought minutes ago - no gold investment after that, just a bonus. This means to match this power spike, they will need to gank to gain gold to invest in further items to buffer their builds for the power spike - and if the ganks don't pan out, then you will not meet the par. That is why I call devourer a "riskless" item in terms of spiking or snowballing power.

On the teamfight note, you have probably heard numerous times the LCS announcers say things like "They're looking to force a teamfight" - and sometimes they don't even get to force a fight. Hell, sometimes they get caught trying to force a fight. And these are people playing optimally, people playing better than most anybody on the boards. If you lose a person, you now have a 4v5. And this is something that happens all the time - teamfights aren't always going to pan out. More than once I've seen an anti-siege team simply hold out for their Yi jungle to split push to hell because there was absolutely no way to just dive them - our team wasn't far enough ahead to win a dive without a Pyrrhic outcome, and literally nobody could outduel the Yi. So if we sent two down to deal with Yi, that meant three left trying to hold a siege - inevitably they'd have to back off. If we sent one down to deal with Yi, he would just slaughter them even under turret and take it anyhow - again, not an option. We'd end up just all leaving the siege to regroup and deal and hope to grab objectives, but the moment you go to stop Yi, the relief the team sees from the siege being lifted shows them an amount of time to take what they need and recover themselves. So teamfighting is not always a completely viable option.

Last thing, theres never going to be a game where by 15-20 minutes in, there wasn't a moment to gank or to dive something as a gank-oriented jungler. It can happen in theory, but I don't see it happening in any solo queue game where there isn't pressure being provided.

Again, let's say you're Lee Sin. Would you spend your time ganking a full-health Annie while your Ahri is sitting at half health, Annie has her stun up, and she still has flash and ignite?

You risk one of two things there - Ahri can try to help you with the gank and end up getting dropped by a flash-stun-ignite combo, or you can wind up wasting your time by a massive amount and taking unnecessary damage that will dwarf your ganking potential until you back or heal up. It also increases your vulnerability to counterganking.

In the same game, the enemy has a Nasus top who is still relatively well off on health. He is playing passively and not pushing out, and inevitably if you wanted to see fruit from this gank you would have to come by more than once or you would have to result to a tower dive - which can be incredibly dangerous - you would risk giving kills to Nasus and handing him some early CDR to speed up his Q-farming. Not an optimal choice. You're likely going to wind up resorting to the first choice, cashing in a large amount of time in order to see a profit - that's given if Nasus feels like putting himself into harm's way again after the initial gank.

And in botlane your team is Sivir/Malphite - the enemy team is Braum/Vayne. They're staying spread far enough apart for Malphite to find it difficult to hit both with a single ult. Here's how it'll go: You spend an unnecessary amount of time waiting for Malphite to get his perfect shot. He lands it, you get a kill (maybe two, well done). It pays off. If he doesn't get that shot, though, you've just wasted a large amount of time. You go for an immediate kill - Malphite ults Vayne, you all go to jump on her. Braum jumps to her, ults, Q's, shields, Vayne gets the hell out of there and Braum backs off, soaking up a ton of damage and likely being forced from lane - or just using Relic (or Targon's, whatever he has at that point) to heal back up to a good enough health to hang in there to push back out. You got nothing for all of that other than Braum's ult, but to be fair, Malphite needs his ult more than Braum needs his. You go for the other then - jump Braum. But Braum's tanky as all hell to begin with, so you can't just instaburst him - but you have a plan. Malphite ults, you jump in as Lee to kick him during the knockup - but Vayne pins your ass. The CC ends on Braum, he jumps out and puts his shield up. Now he didn't even have to blow his ult. You lost out on the kill and you're down an ult.

You go to 14 minutes, your toplane gets a turret finally, your botlane's just gotten a turret with your help as you threaten them enough to back off, and your midlane's been pretty much neck-and-neck. The enemy jungler powerfarmed, Braum, Vayne, and the jungler all engage on you bot, your top teleports and their top teleports down to you - bloodbath in botlane. But the enemy jungler spiked and they're dishing out far more damage than your team can muster at this current time because your tank hasn't bulked up enough yet and you're facing not only a strong melee-carry but the game's most toxic hypercarry - choose a target, the other one kills you and subsequently the rest of your team (or bullies them away). As Lee, your early game power has faded.

Point is, there was no opportunity presented, but the enemy jungler never needed an opportunity like that - they just needed time.

Floooooooooooops3 votes

Competitive play? We are the 99% why should we suffer just to make them happy?...Holy shit league community is USA simulator

WhiskerWow3 votes

That was a fun read. The tl;dr though. ( ͡° ͜ʖ ͡°)

IcyPepper2 votes

Pretty reasonable post. Do you take requests for future topics?

HateDaddy3 votes

{quoted}

Pretty reasonable post. Do you take requests for future topics?

regarding?

IcyPepper2 votes

Well, your entire post was pretty reasonable. Why sated isn't seen in competitive play all that much, why Kayle got nerfed and her nightmare-to-balance kit, and why the item is reasonably healthy on champions with playstyles that are complimented by it.

Unless you were asking about the second sentence, in which case I was wondering about the merits of watching LCS and spectating high elo games (I've heard the first is better, and the second is full of bad habits?) and habits low elo players can learn from high elo.

Drakylon2 votes

Just curious: What do you think about Devourer Shyvana? She can build Devourer, BoRK and then full tank, which makes her pretty tanky especially paired with her passive while still allowing her to dish out ridiculous levels of damage with her E's on-hit and BoRK. Sure, she's going to take time to scale, but she can both powerfarm her jungle, invade your jungle (she might not be Lee Sin-level of powerful in duels, but she can simply burst down your camp(s) and just leave) and isn't completely terrible in ganking after level 6. She's one of the only Devourer junglers to see competitive play, too. Seems like she avoids a lot of the checks and balances you state Devourer have in place due to the nature of her kit.

Calabok2 votes

even if the OP writes a book, have no fear, this item **_WILL _**be nerfed eventually as long as the general populace deems it so and with the help of this game board we shall - have - -JUSTICE!

Reaper Review2 votes

I don't see why we can't just have an AS-oriented jungle item that improves AS purchases, like what Cinderhulk does. Getting rid of the whole "farm up the item" thing and just making it a standard jungle item.

+15% Base Attack Speed +40% Attack Speed

Passive: Basic attacks deal 39 (+2 per Level) bonus Magic Damage on-hit.

Just as an example, thinking of it along the same lines as Cinderhulk. Enhancing other purchases and having its own damage scale with level. Numbers are just estimated.

There's probably a reason why this is a bad idea, but I'll let the more educated minds cover that.

Only Play Darius2 votes

Add Vayne, the other ranged sated builder. Yes she takes forever to stack, but she becomes a giant ball of bullshit once she gets sated and there is literally nothing you can do to win against her, especially if it's a smart one who builds tank items.

Elphrihaim2 votes

Before I forget:

You said that Shyvana is a squishy melee and I went bugeyed for half a minute.

Shyvana is not squishy and has great synergy with tank items so I am confuse, but your actual point is definitely true.

To make sure this is [and my stance] clear;

I agree that both Devourer and Sated are not in need of nerfs. As far as items go, the only thing they did was remove some of the presence of mind needed to fully enter that "stop farming, start teamfighting" mentality that a lot of players in lower levels of play wouldn't stop doing.

Second; and off of balance.

Sated is not "fine"-- in the sense that it feels bad when somebody manages to get it against you most of the time; because many times the game is lost and you know that it is lost once Sated is seen due to the nature of the champions that buy it snowballing so well--managing to get Sated means that they have managed to farm up enough to get started, and if they get it before, say, fifteen minutes, the game feels lost even when it isn't.

So I believe that I agree with your point here (Devourer and Sated are not imbalanced), but also that it's not, necessarily, "fine".

HateDaddy1 votes

{quoted}

Before I forget:

You said that Shyvana is a squishy melee and I went bugeyed for half a minute.

Shyvana is not squishy and has great synergy with tank items so I am confuse, but your actual point is definitely true.

Shyv with Botrk and sated is still incredibly squishy, which leaves her very little power to fight much outside of skirmishing. I've acknowledged that she's might need nerfs to her jungle, but as a whole I think she doesn't need much than that.

To make sure this is [and my stance] clear;

I agree that both Devourer and Sated are not in need of nerfs. As far as items go, the only thing they did was remove some of the presence of mind needed to fully enter that "stop farming, start teamfighting" mentality that a lot of players in lower levels of play wouldn't stop doing.

Unfortunately, there's not much you can do about that. Those same players will still farm in lane, in the jungle, etc, regardless of what you present to them. Bad habits are bad habits, items don't suddenly make those habits appear.

Second; and off of balance.

Sated is not "fine"-- in the sense that it feels bad when somebody manages to get it against you most of the time; because many times the game is lost and you know that it is lost once Sated is seen due to the nature of the champions that buy it snowballing so well--managing to get Sated means that they have managed to farm up enough to get started, and if they get it before, say, fifteen minutes, the game feels lost even when it isn't.

To this, I pose this question: what's different for non sated junglers when they're snowballing? The game isn't suddenly over then? Either way you slice it, the item is not an auto win upon purchase. If a champion is snowballing, the game is going poorly because that champion is snowballing, not because they bought sated devourer. It's irrelevant, they could've bought mejais or sword of the occult for that matter and it'd still be a snowballing game. It's no different when a Gragas gets kills early, have fun having him never be killable again. Same with a warrior jungler, have fun getting 2-shot all game until 30 minutes and that's IF you can manage to deal with them.

Ask yourself this: how much does sated contribute to snowballing? Some sure, it's a powerspike, not unlike any item. But is the snowballing happening because of sated or prior to it? The answer is almost always prior to it, which tells you what I posted above, the scenario is one where a game is snowballing out of control. Finishing sated is irrelevant at that point. They were already power spiking when they got 'x' numbers of kills/assits.

So I believe that I agree with your point here (Devourer and Sated are not imbalanced), but also that it's not, necessarily, "fine".

I think they are. Thanks for the reply.

Elphrihaim1 votes

{quoted} To this, I pose this question: what's different for non sated junglers when they're snowballing?

That the feel is much less so when they get fed or farmed compared to when a jungler finishing their Sated.

It's not that the snowball is actually significantly different.

When somebody is fed, even early, the game does not feel over at that moment (by that factor alone)

But when somebody has Sated early, the game feels more over than just simply being fed.

The same even when it isn't early on; but that's the gist. I agree that it is not different; I agree that the game isn't actually over in either case, it is that it feels that way, moreso than simply getting fed or slightly ahead does.

HateDaddy1 votes

{quoted}

That the feel is much less so when they get fed or farmed compared to when a jungler finishing their Sated.

It's not that the snowball is actually significantly different.

When somebody is fed, even early, the game does not feel over at that moment (by that factor alone)

But when somebody has Sated early, the game feels more over than just simply being fed.

The same even when it isn't early on; but that's the gist. I agree that it is not different; I agree that the game isn't actually over in either case, it is that it feels that way, moreso than simply getting fed or slightly ahead does.

We balance this game around what the reality is, not what people "feel."

Elphrihaim1 votes

{quoted}

We balance this game around what the reality is, not what people "feel."

I did, iterate, twice, that it isn't imbalanced for a reason.

"Fine" is a word that can be interpreted many ways outside of the strictest sense of {in-game balance}, such as the gameplay feeling of the item / against somebody that uses the item.

And I'm pretty sure there was at least one balance change set made on feeling... Not sure, though.

HateDaddy1 votes

{quoted}

I did, iterate, twice, that it isn't imbalanced for a reason.

"Fine" is a word that can be interpreted many ways outside of the strictest sense of {in-game balance}, such as the gameplay feeling of the item / against somebody that uses the item.

And I'm pretty sure there was at least one balance change set made on feeling... Not sure, though.

I'm sure there have been more than just one, I'm sure several. And I'm sure several of those were later thought to be mistakes.

Fadedpf1 votes

Can you explain why the First Devourer was nerfed but not this one? 40 magic damage to start that infinitely stacks and only granted 1 stack per kill and did not grant "assist stacks" wasn't that bad. You can say it was all Warwicks Fault but that was just 1 abuse case that got Devourer in this whole "this item sucks and needs a rework." This item gives a higher damage output with multiple abuse cases not just Warwick. You don't have to constantly Farm for 100 stacks its just massive powerspike when sated which is usually around 20 minutes. Something has to be said when this is literally the only enchantment that has not been nerfed because "It was only broken on Kayle and is bad in competitive." Devourer was fine when it was a Attack fast and deal magic damage item. Now it does that and says "Just abuse how powerful on hit effects are so your damage output is insane". This item is not fine.

HateDaddy2 votes

{quoted}

Can you explain why the First Devourer was nerfed but not this one? 40 magic damage to start that infinitely stacks and only granted 1 stack per kill and did not grant "assist stacks" wasn't that bad. You can say it was all Warwicks Fault but that was just 1 abuse case that got Devourer in this whole "this item sucks and needs a rework." This item gives a higher damage output with multiple abuse cases not just Warwick. You don't have to constantly Farm for 100 stacks its just massive powerspike when sated which is usually around 20 minutes. Something has to be said when this is literally the only enchantment that has not been nerfed because "It was only broken on Kayle and is bad in competitive." Devourer was fine when it was a Attack fast and deal magic damage item. Now it does that and says "Just abuse how powerful on hit effects are so your damage output is insane". This item is not fine.

Do you mean old feral flare that gave an ass ton of stats to boot? Sustain, a ward, etc. Or the early brand of it? I'm assuming you mean preseason devourer, and it was more of a noobtrap or a completely overpowered item in general and was very binary. New devourer just helps champions who excel at certain things (AS/On-hit based champions) become a bit stronger.

The question you have to ask yourself is this:

It gives you better on-hit power, right? But who are you buying it on? What are those champions weaknesses in the first place? If it doesn't solve their weaknesses and remove their counterplay (like old devourer did with WW where he'd go challenging smite + devouer and press R and instagib you), is it really a problem? I suspect it isn't. It isn't getting rid of champion's vulnerabilities who build it. It's keeping them relatively the same while giving them stronger power in their build paths. The only champions I'm concerned about regarding it are Shyv and Kayle and you can nerf their jungle power while still preserving their lane power outright. Now, will riot do that? That's the question.

Baron of Bread1 votes

One reason I think a lot of people consider Devourer broken is because it is mostly up to their jungler to punish the enemy's build choice. When their jungler doesn't successfully do that then they feel like the item doesn't have any real weaknesses because the weaknesses weren't exploited. Once you get it so people can consistently punish the item choice I believe people will stop complaining about it as much; your post will hopefully go a long way in getting people to deal with it. All in all, great post.

Sire Hippington1 votes

Thats a bit off a miss understanding. If you want your jungler to succesfully pull off ganks, you have to put some work into it aswell, like proper wavecontroll(how do you expect your jungler to gank when you pushed all the way up to their tower?), evt baiting them into an all-in while he waits in a brush, use a pink to deny vision and so on. For a gank, there are atleast 2 persons involved, so it's up to both wether it works or not.

Baron of Bread1 votes

I know how ganks work and it is still up to your jungler to take advantage of that opportunity.

General Murica1 votes

Sry HD, SD is fine, but SD shyv is absurd, i managed a 14 minute 30-stack-SD on her/solo won.

dEAdbUs1 votes

What competitive play if pro need to adapt to changes? Lets wait till Worls.

Druska1 votes

TL;DR

Slamurai Jack1 votes

The only reason item 3930 is so much better on Kayle compared to other champions is that her on hit effects actually scale throughout the end game since they're based on AP ratio's from her E, Nashors, and Arcane Blade. That's a solid 50% AP on hit and 100% on the Sated proc. By comparison, the Sated+Botrk users don't scale nearly as hard because Botrk never becomes any more powerful after you buy it; that on hit %current health damage stays the same the entire game. And even then it's not really OP. Every single Sated Devourer jungle has serious flaws that can make them a liability in most games, no matter how much power Sated gives them. Shyvana is easily the best example of this. Her ganks are still mediocre, she still falls off late game, and she still is very vulnerable to kiting and knockbacks.

Jungle Lux God1 votes

Sated Devourer is not good in pro-level play because the item is too easy to play against. Pros have the coordination to shut down a jungler both before and after they get their Sated Devourer. It is not because they spend too much farm and experience helping their team, especially considering junglers know how to maximize their jungle farm to stack their Sated Devourer as fast as possible.

And it's not like it's difficult to stack Sated Devourer. Get Devourer at around 10 minutes, Sate it by 20, and go crazy with it. You don't even need to powerfarm; I've had multiple games where I gank in addition to powerfarm and still sate my Devourer by 20 minutes easily, even when my ganks aren't successful. It's not a choice of sacrificing farm or ganking; you can do both and still get your Devourer in a reasonable time frame. The only possible reason for not ganking is if the champion you are playing legitimately cannot gank well, like Shyvanna or Warwick without ulti, because you can gank without dramatically losing stacks.

You also can't always gank while a Sated Devourer jungler is farming. Every lane will either not push up enough to allow for a gank, be too mobile to gank, have enough ward coverage to prevent ganks, or otherwise play the laning phase in a way that the lane cannot be ganked. Ganking is not a reliable strategy to play against a Devourer jungler because ganking is not reliable, even though it is so effective.

The reason the winrates of these junglers didn't budge is because players at lower levels don't understand how to use the item properly and players at higher levels understand how to play the game well enough to be able to deal with these devourer junglers both before and after they get out of control, even if they can't always execute it the way that a professional team can.

Also, look at the champions that use Sated Devourer. Those that use it have powerful enough on-hit effects that allow Sated Devourer to give them a massive powerspike that Warrior can't compete with. A Master Yi with Sated Devourer is going to do more damage than one with Warrior for a much longer period of time because it gives him more overall DPS with Alpha Strike resets, true damage on E, and with more Double Strikes. There's no replacement for Devourer on any of the junglers that build its effect is such a good effect with no replacement.

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