Jungle Jax Is Out of Control
After
rework and the experience changes on
, I feel jungle
is out of control (even lane
but a little less). I've been playing so much jungle recently and strong feel that Jax, a late-game hypercarry, is just scarily safe in the jungle that can also gank with ease in the early-mid stages of the game. While he does lack sustain, he makes up for it his ability to dodge basic attacks, stun, and aa-reset. In the jungle, he doesn't have to care about winning, losing, or going even in lane and can instead have a blast ganking with access to a stun and gap closer. With the experience changes, he doesn't have to build full item that would otherwise waste 2k+ gold and instead go straight to building
followed up by a
.
After that,
is free to build tanky af in
, deal consistent dps with
proc and sustain with his/her/it's/apache attack helicopter's
. It's really hard to slow
immense scaling while
is safe in the jungle and actually requires the enemy
to constantly make major mistakes to avoid hyper scaling rather than actually benefiting from good play.
Even when behind, there is not much to stop Jax from continually scaling. Catch up experience lack of need to build full jungle item to maximize experience keeps Jax from becoming useless. Add that to a nearly point-n-click AoE stun that also gives Jax invulnerability to auto-attacks makes Jax hard to NOT focus but also hard to kill. And I still have yet to mention his ultimate which gives him around 60 armor and mmr at level 11 (including parts of his two core items of course).
Yet there is nothing wrong with the items that give Jax such survivability, burst, dps, and sustain. It's Jax him/her/its/horny lizard's self who is just too safe in the jungle for a hypercarry with such prowess. I have yet to see much wrong with lane Jax since I don't play top lane much, but in the jungle it's just too easy to get ahead or catch up.
Even the early clear is fairly strong. Since I have only found a problem with jungle Jax, I suggest nerfs to his empowered w that specifically targets non-epic jungle monsters (excludes red/blue buff, dragons, RH, and Baron) (for example, deals 85% dmg to non epic monsters)
TL;DR Jax too safe in jungle; could use (minor) nerfs on abilities to lessen strength of early clear.
or 
,
, and
in the jungle because it's pretty safe and still allows them to earn kills.