currently, devourer is extremely boring to play and use. it's either get obliterated during the first 15 kills and never get anywhere, or get to 100 with no issues. I say this as a avid user of devourer. to fix the ability, here are some changes:
nothing happens till 5 kills.
5 kills: you gain a flame punch E key ability, which empowers your punches to hit about as far as a 10 dos for 5 seconds. your walkspeed is increased by 10. once the ability runs out, it goes into cooldown for 2.5 seconds. out of the ability, you are a default. the ability gains exponential power as you gain kills. (the aura cosmetic still stays but instead of just the punch arm it is the entire player model) the music stays the same.
20 kills: your aura turns into a purple, like 15 and your default speed is now upped by 20 walkspeed. your punches are now by default as much as a 15 dos. the E ability will now DOUBLE your stats, but drain 20% of your health. the double stats will last for 45 seconds, then the ability goes on cooldown for 60 seconds. your default stats will start to increase with each kill, like the base dos ability. the music will become the interstellar stomper theme from calamity mod.
45 kills: you now gain a Q which will give you 5 seconds of immunity to all counters (cards, god punch, grapple, seat, alch, ect.) and you can now see people's abilities' above their heads. your aura will turn into the 35 phase one and the music will stay the same.
80 kills: you now have the golden aura from the 70 phase in the base game. the music now is reign of lords, from the calamity mod (I love calamity music). the E ability now costs 25% of your health along with putting the Q on cooldown.
150 kills: you now get the 100 phase aura from the base dos, the kill stat buffs are now disabled and your 2 abilities gain a overhaul. the E now give you a large, glowing sword that oneshots, and goes through all counters. you swing it in a large circle around yourself.