Jungle and it's effect on the game.

Nhifu·6/18/2016, 8:24:35 PM·1 votes·366 views

The reason I'm bringing up jungle clear times, is mainly because players are always. . almost always being counter picked in league of legends regardless of how "balanced" the game is. You'll always see players using gimped champs (Gragas unplayable since 5.0 etc), or being something that Irelia completely facerolls. Or maybe they don't even do bad and the top laner just straight up messes up and starts the game 0-3 and has half the creep score as the enemy player.

Jungle role tends to be here for that reason, yet they can't really do their jobs because of clear times. (I'm looking mainly at EXP gains here)

1 or 2 kills behind tends to mean, the enemy team will almost always hit level 6 before you. And junglers can't even survive the burst damage when they try to hold the lane.

Back in the older patches of league, when the jungle items had armor, this wasn't too big of a deal. That also adds to the problem btw.

Now this is getting complicated, so I'll make it more simple for people to understand. I'm jungling at level 5, top dies and the enemy buys armor pen + hits 6. They pretty much have dive potential because I'm behind from JUNGLING

The jungle item costs what, 1k to complete, and only hurts minions. There's a reason no one rushes boots anymore, because that 1000 gold could have been used for a blasting wand or a pickaxe (huge power spike items)

Top dies, I can't hold it because he has armor pen. Mid dies, its fine cause sorc boots don't come as fast Bot dies, enemy has their ultimates - easy dragon.

later down the road. . I finish my jungle item Enemy mid laner gets an easy kill, has sorc boots and pretty much can 100-0 me with a flash ignite. (looking at Annie players)

By all means this scenario doesn't happen ALL THE TIME, but everything is stacked against the jungler.

Quick fix : 1.5x the exp rate for the jungle, but exp is gained gradually and not instantly. (Half on kill, half over time) This lets players in the jungle say, okay tops doing bad. . I'll get red and go top.

This is HUGE. A jungler walking onto a ward pretty much makes the lane back off. Now you can help top, and still be fine in terms of exp.

It also fixes the "where's my jungler?" everyone complains about. Because why would you gank if exp is such a huge thing in the early game?

This opens up more play. Could even let junglers switch lanes with mid or top and trade off the lane COMPLETELY. You're behind on exp top? Alright I'll gank then we'll swap and hold so you can roam or catch up by killing the golems or wraiths etc.

More experience means a bigger champion pool.

The games meta right now tends to lean more towards Gold > Exp So passive top laners(Aside from nasus) are barely playable because. . Gold > Exp If EXP < Gold, you can be fine being a few CS behind with a better teamfight champion. But right now the games meta is Gold > Exp, Can't last hit or clear wave, doesn't matter if you have a better teamfight comp, he's got more income and outperforms your pick regardless.

(One of the few reasons we don't see Tryndamere/Aatrox/Akali/Evelynn or any champ that has a tough time in the early game up in top) Because they idea is; hey my champion is better later on but the other champions are zoning me out from farm. . they level up and wonder why their damage isn't spiking.

TLDR : Exp gains increase = better flow of the game. Even supports would benefit from this.

1.25x exp rates for lanes, 1.5x exp from the jungle. (more health, more resists, less effect from ArmorPen/MagicPen ) .9x the gold from minions and monsters. (lessons the skill requirement of league a bit for newer players)

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