Devourer Problems and Suggestions

GrReaper96··1 votes·677 views

Lets all admit the current state of devourer is pretty much unbalanced, especially on certain champs like Warwick Kayle Fizz Shyvana MasterYi XinZhao . 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.

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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 Warwick 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 Vayne 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 Diana XinZhao 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.

item 3930 item 3931 item 3932 item 3933 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.

4 Comments

AyRe CoNteMpT1 votes

i think balance-wise devourer is a good item since it does exactly what champions who buy it need and it does it good but not overpoweredly-good. its just very balanced.

my problem with devourer is that sating it is too good. with the old devourer, sure having more stacks is better than having fewer but you could still go out of your farming way to do other business and not miss the 2-3 extra stacks too much. now with the sated bonus, which is just incredibly good, you REALLY WANNA GET THAT and sacrifice basically everything else for stacks.

i wouldnt say this is generally a bad way to play the game but being forced or rather "super baited" into doing so every game is not just boring for the devourer-stacking dude but also for his team.

what you could do to mitigate this effect is to change the way devourer stacks, not its power.

my idea was that devourer could maybe get sated over time. for example, it starts out the way it is now but it will be sated after holding it in your inventory for 20 minutes. champion kills and assists reduce this amount by 1 minute each, same as scruttle crab (or maybe this thing gives 1:30). killing large minions or monsters reduces the amount by 20 seconds while killing dragon or baron reduces it by 5 minutes.

this means, if you just farm farm farm you will have sated ABOUT the same time you have it now but since kills and assists are worth more towards sating, you are free to go for those more without falling behind too much.

PS: get this into your heads. devourer is balanced even in sated state.

PapaGreg211 votes

Why does having it sated have to be such a complicated thing? Why can't they just say when it is sated your champion does 40 (just throwing out a number) extra damage. It would be so simple and everybody would be happy.

o0O Madoka O0o1 votes

I think the best solution is giving sated devour a down time. Say, every third attack applies on hit twice, when activated, increase to every other attack. (8s duration, 60s cd)

Erockandroll1 votes

Some good ideas, except I don't actually believe that it's late game power is the problem. At best it's getting their. For starters, Devourer is a DPS item, made for AA Junglers, it doesn't use Down time. And if you balanced the item around an active component. It would make devourer Junglers even more like Assassins.

{quoted}

Why does having it sated have to be such a complicated thing? Why can't they just say when it is sated your champion does 40 (just throwing out a number) extra damage. It would be so simple and everybody would be happy.

That doesn't actually do enough for AA focused Junglers. additional on hit damage doesn't scale well with the on hit effects they already have. A better option might be 40% additional AS when sated. but that might not make a difference from the Phantom hit passive.

my problem with devourer is that sating it is too good. with the old devourer, sure having more stacks is better than having fewer but you could still go out of your farming way to do other business and not miss the 2-3 extra stacks too much. now with the sated bonus, which is just incredibly good, you REALLY WANNA GET THAT and sacrifice basically everything else for stacks.

Am I the only Devourer Jungler who disagrees? Sated is an eventuality. As such, you don't need to sabotage your early game presence to become sated. Cause it will happen. And that's probably the main problem with the item. it stacks too quickly. But even at a slower pace, I would not consider AFK farming on a devouring jungler.

And I do believe the old Devourer would have been a worse case of AFK farming. Should it have been left in a powerful state. Why? Because it's competing against itself. The only thing that could out scale Devourer is another Devourer. Turning the item into a war of attrition. That was the problematic game play that got gutted with Devourer. But in this current iteration, all Devourers are made Equal.

my idea was that devourer could maybe get sated over time. for example, it starts out the way it is now but it will be sated after holding it in your inventory for 20 minutes. champion kills and assists reduce this amount by 1 minute each, same as scruttle crab (or maybe this thing gives 1:30). killing large minions or monsters reduces the amount by 20 seconds while killing dragon or baron reduces it by 5 minutes.

Most AA junglers are going to farm the jungle anyways since they plan on becoming carries. So I really don't know what difference that would actually make.

Jungler becomes obsess with securing dragon

Stop treating dragon as an option. If your not as concerned about dragon as your jungler, your doing it wrong. Horribly wrong.

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