Would changing Cinderhulk's passives to scale hinder it from top and support?
Cinderhulk, at least to me, right now is in an awkward place. It gives pretty powerful early stats, like warrior and magus (though not as strong), but scales amazingly into late game, like devourer, without needing as much farming. The problem comes from how well it goes with the dueling smite, giving tanks an early source of damage on a tanky item that scales amazingly and has a damage aura, making it very powerful outside of jungle. My idea is to give it a devourer type passive, where the percent bonus hp (and maybe burn, either against champs or everything) scale with large monster kills to a cap. It would help by weakening its early game by lowering tanky junglers' presence or making them have weaker ganks early game to justify the late game stats. It would also help deal with tops and supports building Cinderhulk, as they would now have to take jungle camps, leading to interesting choices. For example, the top would have to choose if taking Gromp or wolves after backing with be worth the damage taken and time lost before returning to lane and should the adc or support take large Krug, or who whether they should leave the camp for the jungler. I really like the idea behind Cinderhulk, but I feel that it currently offers too much without much of a drawback.