To Reds and anybody else: The intergalactic guide on how to improve the jungle!
Before starting, I'd like to thank Riot balance team for the current status of the game, which has never been so various. Good job. I do really enjoy how the classes coexist in this meta and how we can see a large champion pool and some unused champions (URGOD WTF). I do like the jungle, and i think it is overall in a good state; but since nothing's perfect, as a long run jungle main I'd like to share my ideas on how the role could be improved.
Sorry for my england, it's very bad. I also want to say that there's nothing remotely intergalactic in this post. I lied. I won't apologize for that.
If you want the TD;LR just read the paragraphs headlines, and decide which suggestion do you want to read, if you want to read any.
Lower smite upgrade cost: from 450 to 350 or 400. Why? Simple, in order to create a meaningful choice between clearing more camps on your 1st clear for an extra item or an early gank bet. Currently going for a gank or not results you having the same items in both scenarios, which is a really flat situation.
Turn trailblazer into a "fast clear smite" and create a real "sustain smite": The current problem with trailblazer is that he's occupying the niche of two different purposes. My suggestion is to remove the health and mana restore, re-introduce the cd reduction which was really appreciated and add a new cool, thematically cohesive effect: make the trailblazer literally open a trail, meaning smiting a camp will create a net of roads connecting all your spawned camps for a duration, with you getting movespeed on those roads, for faster camp reaching. Then you can create a proper "stay-healty-during-your-clears" smite for those who need or want it.
Making poacher actually a thing: The item in his current state is useless. It does NOTHING if you don't use it on an enemy camp, and that's bad. A community suggestion was to make it grant vision of the opposite enemy camp, the enemy not knowing being watched. In my opinion this is really good, since it reinforces counterjungling and control playstyle, which is not adequately supported right now. Also, the extra gold doesn't make a real difference. It would be really cool if poachers granted different, cool effects according to the camp stolen (example: stealing raptors gives you a free ward).
Vision-centered smite upgrade: this could be a nice addition for control junglers. It could give different types of wards based on the number of camps you kill, extra ward placement range, extra ward duration, extra vision range, or something like that. That's different from sightstone (which i believe is a fine item on junglers), because it connects the vision game with your role and performance as a jungler, with a superior early game focus (you have to wait your first 800g to buy sightstone, sacrificing combat stats and postponing core items).
Make the effectiveness of jungle items scale off the number of monsters killed: this reinforces in a healthy way the "farming strategy" that currently holds no place, because it does not give a direct advantage on gold and experience like feral flare did; this would put some farming junglers (WW, Yi, Shyvana etc) in a better spot. It also allows the balance team to tune effectively an item which is problematic only during the early game without making it useless in late game (balance lever). It could also help to solve the problem of laners taking smite items, since the item's power would be reduced for toplaners (another balance lever). Examples: cinderhulk grants 10-15% bonus health, +1% every camp slain, capping at 25-30%; stalker's blade deals +2 true damage per monster slain, capping at #tot and increases your movement speed +1 per monster slain, capping at #tot, on use. (Side note: I don't think there's anything wrong with laners going smite, UNLESS it's because it's an overpowered gimmick that limits the champion pool based on who can use it and who can deal with its users. That's, unfortunately, the current shyvana toplane smite situation. My suggestion isn't simply made to kill this option, but to make it a more interesting, deep choice. Just think at dynamic junglers: 2 guys run smite on your team, they both want to stack their item potential at max, but they cannot share the jungle: so they coordinate, switching their respective positions, as the situations calls for it; the enemy jungler is also more encouraged to invade, in order to make the opponent too low to go top, or to exploit a low-health toplaner that just decided to jungle)
Reduce the cost to switch between smite upgrades: right now the feature is just useless, for how unreasonably high the cost is. For all the good reasons for whom you introduced this option the first time, please bring it back for 50g, 75g or 100g. It was awesome and added A LOT of interesting strategies and game choices!
Make the jungler's gold income independent from the upgrades: right now everyone is almost pigeonholed into rushing smite upgrade and enchant if he doesn't want t lose a good chunk of extra gold. For the sake of build flexibility and variety, make the on-kill gold scale directly from machete passive with game time or number of camps cleared. This is also the best thing you can do in order to make the smite switching system really work!
Re-introduce the S4 jungle items extra gold mechanic on a pseudo-machete item: Do you remember the spirit items getting stacks over time to a cap, which were consumed when you killed a camp? In my opinion this could be great for chain ganking, a strategy I find extremely hard to make work in this meta. When i gank non-stop, I found myself being 3 levels down the midlaners, and really short on gold. If I don't succeed in making my lanes snowball, it's disaster. Old spirit items supported this strategy much better! You could give us the option to chose our favorite gold income mechanic: the current extra-gold-on-kill one or the old stack-and-consume one. They would be tied to two different items, hunter's machete and its new brother (everything actually building out on machete would build out on the new item indifferently). Perhaps, could the new item grant a little extra exp if the user's behind in levels?
More specific, solely jungle-focused champion buffs: You should go down the "nidalee path" more often: I'd like to see more changes aimed to turn junglers something different than watered-down versions of their lane selves; I'd like to see some unused, good potential junglers receive some love (example: Wukong. Right now he can't be played anywere. You could make his decoy heal him if it hits jungle creeps, or his passive work on large monsters); i'd like you to think out a niche in the jungle for those champions (example: right now toplane maokai > jungle maokai in every regard, and there's no reason to pick him in the jungle. You could make his passive recover some mana on jungle creeps, or you could perhaps decide that his niche in the jungle is: "the guy who landmines your fucking jungle with annoying little kamikaze seeds poking you down", and work on this aspect with buffs and changes that don't impact his toplane whatsoever).
Item variety!: last but not least, the real way to enhance variety in the game: improving itemization. Cinderhulk addition is the best example: it allowed a large pool of champion to enter the meta, changing (and improving, imo), the game. Now, I get what's your stand on items. You've got an item for the tanks, an item for the ad, an item for the ap, an item for the atkspeed-centered users. That's it. My suggestion is... go ham. Create a jungle item building from phage, one from sheen, one from cutlass, one from hunting guise, one from seeker's armguard, one from vampiric scepter, one from hexdrinker and so on; give us back juggernaut, solidifying its niche as an instant heavy hp item, opposed to cinderhulk, a late-game-supertank item (you could reduce cinderhulk flat hp and give juggernaut more hp and less cdr).** If everyone has the most fitting item for himself, or several possible options, nobody's performance is influenced by how well the champ can scale with the most powerful item available.** Right now jungle (and toplane) viability is dictated on how well you can scale off cinderhulk: if cinderhulk was nerfed on its flat-hp side (and reinforced on its tankier-if-tank side), it would be a healthier, more thought out choice; but then you would have to provide a tank-now item for the ones that want to be tanky as soon as possible, or don't want to go full tank at all in order to maximize the % health bonus (elise could be a good example of a champ who would take juggernaut over cinderhulk: why should elise be penalized for cinderhulk not being ideal on her, when we can create a different, not mutually exclusive item better responding to her needs?).
Those are my 2 cents on jungle. I hope I didn't bore any of you with this long read.