possible jungle changes

NIFFTYrogers·2/26/2015, 8:24:27 AM·1 votes·63 views

Riot, the problem with the jungle is the lack of strategic diversty, something you promised to bring to the game this season. You yourself even said in the patch notes there is a best jungle item route currently. That doesnt sound like strategic diversity to me. I agree that chilling smite was too strong but the range nerf to smite you gave it is not the answer due to the fact that all the meta junglers right now who get stalkers already have an engage farther than that. I know you typically like to nerf in order to balance but this situation you all have put yourself in calls for buffs and it all revolves around smite, for the most part. First off buff chilling smite slow to at least 30 percent and the movement speed steal as well. Now I know your thinking, "What the hell this dudes nuts", but hear me out. Buff skirmishers saber by granting you hp on hit or life steal to increase dueling potential. Still think I'm crazy? Just wait. Rangers and Poachers, combine these two items and give them both the passives. We all know poachers is fucking useless anyway because it gives away what your trying to do and only a handful of junglers can utilize it due to their natural sustain they get (nunu). Lets give all junglers the ability to counterjungle effectively. Now here comes the gamebreaker. Make smite cost more for smiting champions then neutral monsters. Lets be honest smiting champions right now can be much more impactful than smiting jungle camps and yet it doesnt show in the cooldown. Here is my way you could balance it. Smite is fully charged at 150 which coincidentally takes 150 seconds to charge. Smiting a jungle camp costs 60 charges. Smiting a champion costs 120. Simple right. However a dear friend of mine brought up the point of maybe also being able to go into negative charges. This would work by allowing you to smite champions at lets say 60 charges but then dip you below to negative 60. This would help alot with early game clearing, it would make early game ganking more high risk but still viable, and it would also provide ample time for a farming jungler to counterplay a ganking one.

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