Delay In Krugs and Gromp Spawn Negative For Jungling

Omnem Occido··1 votes·1,026 views

I personally hate these Jungling changes, mostly because they are completely unnecessary, but I think that the worst among them has to be the delay in the Krugs and Gromp initial spawn. So now you start either the wolves or the raptors or the buff monsters. The biggest problem with this is that you ruin pathing by starting at one of the mid spawns, and have mid leash, or you start a buff monster, and force bot or top to have to be that much later to lane.

12 Comments

Talisid2 votes

You DO realize that starting at Blue/Red buff was standard for like the first 4 seasons right? Leashing blue or red is perfectly reasonable and doesn't delay the lane that much.

Omnem Occido1 votes

It's not a huge difference in time, but if they are giving a good, proper leash, it can cost the lane up to a half of wave of experience and gold. That's a major negative for that lane, and while, yes, it happens for both teams, that little bit of an edge that early can make a world of difference.

Mysticman891 votes

I think every camp giving health sustain when smited (smote? smitten?) counteracts that a little bit, so bot can still leash the buff, and just leave slightly sooner for lane in order to not be late.

The jg will take slightly more damage from their first camp, but their smite will be up for a second camp during their first clear which will also give them some hp back, back their overall jg health probably as good if not better than before.

In theory. I don't actually jg.

Slythion1 votes

when smited (smote? smitten?)

when you smite it*

Omnem Occido1 votes

Smite takes 75 seconds to recharge, so you have to wait until about your 3rd camp to get another smite. My biggest issue is that jungle was probably the healthiest it's been in the history of League, yet they still decided to mess with it.

Mysticman891 votes

Yeah I think I reworded that a few time when I first wrote it. I said "a" second camp in the knowledge it'd be the 3 camp cleared probably, but I think the vast majority of junglers aren't at risk of dieing to their second camp (potentially even in the total absence of a leash), so they'll have smite for two out of their first 3 camps, resulting in a health boost for both.

Jungle invades might be slightly scarier to they aim to kill at second camp, but since people are probably starting with a buff anyway theres some extra combat stats for the second camp/invade now compared to before so it's probably roughly neutral.

Zero Skill Tank1 votes

The biggest problem with this is that you ruin pathing by starting at one of the mid spawns, and have mid leash, or you start a buff monster, and force bot or top to have to be that much later to lane.

But you have a buff on your second camp, and a heal from smite. Which means that either a) if you get a good leash, you will have super-healthy clear, or b) you don't need as strong of a leash, and you sidelaners don't really lose anything.

I really think that all the "problems" with new jungle aren't really there, it's just that people are too much used to old ways and need time to adjust.

Omnem Occido1 votes

That heal is worse than the old red smite, and you have to wait 75 seconds before your next smite. I just feel like they made unnecessary changes to probably the healthiest jungle in the history of League.

Zero Skill Tank1 votes

Actually, the heal is better at first clear.

Woodakoodashooda1 votes

Do you even bother using the blast cones that basically enable to you skip walking around an entire wall to reach your next camp?

Slythion1 votes

don't blast cones spawn after your first clear usually?

Omnem Occido1 votes

Slythion is right, the blast cone takes until 3-4 minutes in to spawn, and they really only help you get into the jungle from base, and into river from jungle (or reverse.

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