Devourer Problems and Suggestions
Lets all admit the current state of devourer is pretty much unbalanced, especially on certain champs like
. I cant remember the last time an item caused so much imbalanced in the game. Devourer really needs to be looked at but apparently to rito changing cinderhulk seems to be more important. Lately ive been reading a lot of threads about people discussing about the current problems with devourer and potential ways to fix them. Here are some of the problems and suggestions i grouped together.

1. Devourer is too cost-efficient Its on-hit effect is too strong when sated AS isnt tht useful early game making it less cost-efficient and weaker than warrior on purchase
Yes devourers is more cost-efficient compared to warrior. For 300 gold u get 20% as and 20 on-hit damage. When sated every 2 hits deal 180 magic damage (average 90 per hit). This makes it extremely easy for junglers to snowball once sated. People tht say devourer is not cost-efficient early are probably those who say ardents is a useless item. On-hit damages are very strong and often looked down on. 30 on-hit damage basically means u gain 30ad tht isnt reduced by ninjas tabi but doesnt scale with your skills. However it IS slightly weaker than warriors on purchase but i believe tht is ok due to its late game potential
AS change from to 30(+1 per stack)% (max 60%) On-hit magic damage change to 35(+0.5 per stack) (max 50)
That said, one of the best way to balance the cost-efficiency of devourers is to reduce its early game AS. As said, AS isnt much during early games, so this wont weaken the jungler so much. In return we can slightly increase the initial on-hit effect to help the junglers early-game damage (and while their at it maybe they can add back tht 5ad they stole from warriors). The sated on-hit effect should be reduced to reduce the OP damage it deals ( if 50 at sated it now gives an average of 75 on-hit damage). it return the slightly increase its AS when sated. This makes the jungler thrive better in longer fights and reduce its sudden burst. This synergieses well since most junglers tht use devourers should be better at prolonged fights.
2. Junglers get sated too fast Junglers just AFK farm until they are sated Junglers wont even gank or drag until at least they bought devourer (no pre-6 ganks) Jungler only ganks bottom lane in hope for early dragon help Jungler becomes obsess with securing dragon
It isnt rare to see a jungler with devourer AFK in the jungle all the time and suddenly at 20min he comes out sated and snowballs everybody. This rather ruins the purpose of a jungler. Althought there are junglers that will try to balance out farming and ganking, I have met a few junglers tht simply refuse to gank because they want to focus on camp clearing, even when u really need a gank. And most devourer junglers wont even gank at all until they buy devourers, hence no pre-6 ganks (unless ur
then thts ok). This makes the game very unpleasant for others, especially when your fighting your counter or the enemy jungler ganked you and your having a hard time in lane. Even worse is when they can poke or dive you under ur tower. When u ping your jungler for help he replies "wait till i finish these few camps". By the time he does come youve died twice and your turret is gone. Not to mention those that only wanna gank bot so he gets 2 people to help him drag while mid and top suffer.
+1 stack per large monster kill per monster smite and kill
Stacks start on hunters machete
Dragon stack reduce to +3
By making the devourer stacks depend on smite it eases the need for the jungler to fast farm since u can only get the stack if u have smite. That way he can focus more on ganks when his smite is on cd and return to the jug once he has a charge. And they still have to kill the monster tht they smited so we wont see sated
running around. This also stops the jungler from getting sated to fast, since sated is supposed to be a late-game item. However, this will make it a bit too slow to get sated, since smite cd is like 67.5sec with masteries. Hence we bring back the old feral flare concept where u can gain stacks before buying it. This makes sure u wont finish sated too late and removes the feeling where the jungler MUST rush devourer before anything. It also gives a small boost to the jungler on purchase compared to before, enhancing devourers early-game performance. It also allows you to get devourers a bit late and maybe focus your gold on a more gank-related item, like youmuu or dreadnaught. And lets face it 5 stacks from dragon? Thts WAY too much pressure for junglers.
3. Sated devourers passive just might be a little bit unbala.......... oh who am i kidding tht passive is broken than Taylor Swifts heart, just throw it away like you did to Runic Bulwark.
I mean seriously, double on-hit effects every 2 attacks? do you WANT to break the meta? Its OP, enough said.
Make it every 3 hits Make it an active Only the devourer on-hit effects are double
Rito loves 3 hit attacks ( im looking at
and many others) and making it every 3 hits instead of 2 is a quite decent nerf. In 10 hits it will proc 3 times instead of 5. But is it enough to stop its op-ness? Making it an active will make it more of a burst item, not wht rito had in mind for tht item. Making only the on-hit effect proc twice kinda ruins the item itself but perhaps tht is for the best.
Overall there are many things that needs to be looked at on devourer. These are just a collection of many of ur ideas together. If u have any other suggestions or comments leave a reply. May we all work together to make LoL a better place. Because honestly i just want rito to nerf this item as soon as possible.