@Meddler what's the status - Tanks and Jungle - can we get Update ? , that silence is "sad" . PLEASE

XuWarrior··27 votes·59,038 views

As Title says. We see patch , and next patch and next patch and zero info about "project Tanks from jungle" . Nothing . change Jungle Tank Item ? or maby revert all nerfs to tanks from pre season ? or maby buff Tanks again ?

It would be so mutch fun to see again Strong Tanks from jungle .

btw You nerfing Jarvan at PBE ( he is strong versitale pick) . But if you do that Lee Sin will be again best pick..

ps. Thank you Meddler and Axes for answers !:)

156 Comments

RiotMeddler35 votes

We're aiming to buff a number of tanks in the jungle in patch 5.5 and/or patch 5.6 (5.3's the current live patch, design work on 5.4's just finished for context). To start with that'll involve looking at tanks that are struggling a bit (definitely Zac, potentially Nautilus, Nunu etc).

Kowe The Ewok27 votes

? Nunu is the only one who performs fine... What about Rammus and Ammmu? Both were gutted on the very day the new jungle was originally introduced without further testing.

Not to mention that ever since, the jungle only became tougher and the tools on hand worsened (monster buffs, vs. several smite nerfs, several jungle item nerfs)

P.S: Being able to barely clear the jungle doesn't equal viability.

RiotMeddler23 votes

Rammus and Amumu will both be looked at to see what they need, though potentially as part of a second set (whether in the same patch cycle or a later one) depending on how long work on the first set takes.

GloriousKaiser2 votes

Will you try to emphasize what makes a tank jungler different compared to assassin and bruiser junglers?

Kowe The Ewok2 votes

That's easy to say but difficult to do. How exactly would you try to accomplish the matter?

Personally I'ld like to see Tenactiy getting swapped for + % bonus health like we had it last season.

Yet that that influence jungling directly.

Maybe a change to Trailblazer, pushing it more into the role of a mana sustain tool? (Well, this should have been done anways since the Trailblazer cooldown nerfed directed at it's buff control came without compensation for those jungles who relied on its sustain)

darkdill8 votes

What about Jungle Leona? I've been doing that a lot in TB lately, and it has some pretty nasty ganks. Will she be getting any jungle buffs for more high-tier viability in that role, or is that too much power?

McAllister33 votes

Leona doesn't need to be able to jungle. I'm more interested in making sure that champions like Amumu and Zac, who aren't viable laners, can be viable junglers: adding the option to jungle a champ that can lane is less important, and in her case, will probably make support Leonas either overpowered or unhappy.

darkdill8 votes

Why should she be confined only to support?

GwingMaster29 votes

Because that's where she's balanced. As a Leona main, I'm sympathetic to the desire to play her in other lanes (top lane is usually good for a laugh). Unfortunately, balancing the game around letting her play in places where she'd be scary good (like jungle) creates needs to nerf her and as such destroy her primary role. Look at what happened to champs like Alistar, Soraka, and Lulu in the past - in all cases the champs went through extended periods where they weren't viable as supports because they had to be nerfed out of other roles (Jungle Ali, Mid Lulu, Mid Soraka).

It's always fun to try new things with odd champs, and ideally champs could be used in more than one way. Unfortunately, champs that are powerful in multiple roles tend to be overpowered in general (hello Nidalee). By all means, keep trying Leona in new places (again, top, holy moses it can be fun) but i don't want her balanced towards that.

Scouring5 votes

very well reasoned

Bodkins Odds2 votes

You realize that she was originally intended as generic female full tank, and not merely a support tank right?

Sumilidon4 votes

Considering her passive relies on her teammates, she was clearly designed to play a supportive role in a two person lane.

Bodkins Odds3 votes

It was intended for team fights actually. Because those are what tanks are for. It's actually a great ganking tool as well.

Awoof1 votes

Technically Zac can top lane just fine. (At least he used to)

IronChefBoyardee3 votes

Partially agreed. He has the sustain for it but his damage is so pitifully low he gets pushed back all the time by any other tank top lane.

Kowe The Ewok8 votes

Thanks for your response! Another question:

Is there any chance to see an improvement to Trailblazer?

It was originally nerfed because the lower cooldown made it too powerful in terms of buff control. (Which was justified, BUT:)

Yet, the cooldown nerf came without compensation for those who relied on its sustain.

As i recall it ,one official statement early after the new jungle was introduced claimed that Trailblazer was partly the reason why jungle (-item) sustain was significantly worsened in the first place: Meaning you should gear up (by building Trailblazer) to improve it (Mreg/Hpreg).

The original Trailblazer already was lackluster in terms of accomplishing the job as a sustain tool, but nerfing it's cooldown TWICE (from 45s to 75s) definitely destroyed any chance to serve that purpose for sure.

RiotRiot Axes18 votes

So, just for some context here, the item sustain has been tuned around jungle goals and not the other way around. That is, taking camps is supposed to cost some of your resources and the items aren't supposed to be able to shortcut that too much.

We are definitely looking at the jungle items, with Skirmisher's Sabre and Poacher's Knife up for fairly significant changes, though maybe not on the same cadence that Meddler mentioned (those changes are targeted more at making sure the whole set ends up in a good place, not specifically at making particular junglers feel good).

We're also looking at the enchantments - no details right now, but Juggernaut is on our hit list both in final item and build path, with the goal of making it actually work for jungle tanks. There are a few other things in progress right now, and we'll see where they land.

Tl;dr: Trailblazer itself is unlikely to receive buffs, but we hear you on jungle tanks and we are working on it. We want those champs to feel good to play.

TEKadeo5 votes

Note that it is increasingly popular for some Tanks especially to have to put points in the Utility tree just to succeed and stay healthy.

You have a few too many knobs to turn here (Masteries and Runes in addition to the itemization) to limit awareness to champs imo. While Vi or Lee Sin can safely play with 21/9/0 and gank at 3 while remaining mostly healthy (and dont get me started on the stupidity that is Fiddlesticks' sustain), many tanks need quirky builds to manage. This shouldn't be an absolute given when comparing them.

While building utility tree is something that is a nice changeup, it also hurts these champs' damage and tankyness on champs that are already poorly designed be tanky or damage-y. Bad enough we have to spend tons of gold on jungle-specific items, we also are counted on to ward the jungle AND we need to buy potions. Most AD junglers can just build a Vamp scepter and never have to buy another potion.

TL;DR Tanky champs arent tanky enough early, and having to build sustain to go with tank items doesnt make sense for game health.

ALSO: I love what you did with smite and the jungle mosters' special effects, one of the best changes of S5. Maybe this is where your tuning can come from: ie make Gromp's smite damage scale with HP and make the health earned from killing a camp scale as well. Just as an AD jungler can smite Krugs and make more useful by building attack speed, so too should those building defense/AP get SOMETHING.

Robertm943 votes

I just want to highlight that AD champions can not buy a vamp scepter and then never have to buy a potion again - that is complete nonsense.

Apart from anything, how many AD junglers can actually fit a vampiric scepter into their build path before their warrior enchant and boots? None. Only a few actually build lifesteal after their jungle item, and then its situational.

Jarvan, Wukong, Nocturne, Kha'zix and Rengar are all champions that will situationally buy it but a lot of the time they cant afford to do it because it delays their item paths significantly.

Darnyouoldtom18 votes

Serious question, why even attempt to fix the jungler's when the itemization is so messed up? Right now there is nothing you can actually do to the tanks that will put them on par with anyone that can use Warrior's enchant UNLESS you make them stupidly overpowered, in which case they will never be played in the jungle and they will simply crush lanes (Maokai anyone?).

Normally I give Riot the benefit of the doubt but the new jungle enchantments are TERRIBLE, so I am going to post this giant wall of text hoping some of these issues are addressed in the changes.

Short version: AP Champions deal approximate 30% less damage in the jungle compared to their AD counter parts, this discrepancy occurs entirely due to auto attacks. Tanks are in an even worse spot. That aside all enchantment build paths are complete shit compared to warrior enchant due to partial component cost.

This may be easiest to explain looking at how individual stats interact in the jungle and what getting more of this stat provides for a jungler.

  • AD. If you get more you kill things faster. The faster you kill things the less time you spend fighting monsters, less in combat time means less damage taken PLUS fewer abilities used meaning less mana used. Meaning by adding AD you are actually also sorta adding health and mana. This is easily demonstrated by playing the same champion and buying a long sword (and no potions) and buying a ruby crystal. Then going and clearing, at the end of the same number of camps the champion that bought the long sword will have the same or higher finishing health AND mana, PLUS they will still have the 10 damage the long sword provided them. So in the end the champion that bought the ruby crystal is out damage, health, and mana.

  • AP. In large quantities AP is good and allows you to clear quickly, however it typically only applies to abilities resulting in weak auto attacks. As an example at level 1 while an AD champion gets slightly more AS and about 20 extra AD from runes and masteries, the AP champion will get about 30 AP. In lane this would be roughly even. This isn't the case in the jungle since AP does not meaningfully improve auto attacks at early levels. Meaning even if there is a 1.0 AP ratio compared to a .5 AD ratio on a first ability. The AP champion will get 30 damage from AP then wait 5-10 seconds to use it again. The AD champion on the other hand will get 10 damage from the ability PLUS 20 damage onto every single auto attack they make. In 5-10 seconds you are looking at 4-8 auto attacks (80-160 damage), that the AD champions pick up just in the first spell rotation alone. In an initial clear of 3 camps, AD champions will be about 750 damage ahead of their AP counter parts when they finish, or to put that in more contextual game terms roughly 10 auto attacks plus a round of abilities for the AP jungler.

  • Health. More health means you can take more damage. In the jungle flat health is really actually pretty bad early it doesn't give you any damage so you end up taking more damage than what any health itemization or runes/masteries give you. At least armor reduces the damage you take improving the efficiency of health pots, health on the other hand does not. For this reason many tank junglers end up with damage oriented runes and often take some damage related masteries to allow them to make it through early clears. The other problem with health is as jungle camps level up it still provides no damage, the time for a tank jungler to clear a camp remains high through the entire game. While any type of damage jungler will see faster camp clears as they build items.

  • AS, more autos, more damage, more damage, less combat time, less combat time less damage taken and fewer abilities used, less damage taken and fewer abilities used more health more mana. It is a solid stat.

So you can already see some pretty clear issues with the stats that SHOULD have been addressed in development of the item, and I would say as completed items go Warrior, Magus, and Devourer are all approximately close to each other, although Magus does lag behind slightly (a different story we are talking about tanks), Juggernaut on the other hand is pretty terrible, as an item it is okay except it is needed in the jungle. There is a reason why even J4 who is strong has almost exclusively swapped over to Warrior over Juggernaut, if he goes juggernaut he will rapidly begin to fall behind, and we are seeing the same issue the old jungle items had, that the early damage allowed you to tank up faster.

Build path: I am glad to hear you are looking at build paths because right now Warrior's build path is 10x better than any other build path, because longswords are OP.

  • Long sword vs ruby crystal buy: Junglers back with 400g, AD jungler gets a longsword and a health potion. As a result they get 10 damage and 150 health for their next journey into the jungle. The tank gets 150 health. Guess who does better? Surprise the long sword wins, not only do you kill camps faster taking less damage and using less mana, you can get that health back, this allows you to apply pressure in lanes or at worse clear another camp that will more than pay for that health potion, all in the same amount of time. The sad thing is it gets worse for other items.

  • Long sword vs amp tome: Junglers back with 435g, the AP jungler walks out with 20 AP. The AD jungler has choices now! They can walk out with 10 AD and 2 pots (300 health) or 10 AD and a ward. Plus it is still early in the game where auto attacks are a major portion of the damage in early jungle clears. So not only does the AD jungler still clear faster, they either have more consumables than their counter parts or they have a ward to get vision advantage.

  • Long sword vs dagger: Junglers back with 450g. AS jungler gets a dagger, the AD jungler has choices upon choices. They can wait a second or two and get 3 potions, a green ward and a potion, or a pink ward. Again all around massive advantages that in this case will easily translate into more benefits for the AD jungler compared to their counterpart.

At the end of the day AD junglers have an advantage at level 1 because AD is simply the best stat in the game for clearing a jungle (well rivaled by AS at level 1), simply because auto attacks are such a major portion of the damage in the early jungle. While building the enchantment AD junglers once again have an advantage simply due to the cost of the longsword being significantly cheaper than other enchantment components, even if it sets the jungler back 35-100g on a back that money is more than made up with the potions/wards that are bought. Normally you trade off a strong early game for a weaker late game, AD junglers don't actually lose an advantages later in the game.

So what each jungle item needs: AP item needs sustained damage (give the machete burn a 0.7 AP ratio). Tanks need their stats to provide some form of improved clear, not only early in the game but it needs to scale later in the game. Sapping barbs that were introduced was a good concept but lacked the scaling into late game that the damage builds had. AS junglers are close enough to fine they are a pretty specialized group and with infinite scaling comes balance issues.

I also just want to say with the addition of PBE tracking jungle statistics. This will show the discrepancy between the stats, but it will not show the discrepancy caused from the advantageous build path for warrior enchant. One thing I hope you collect data on (not show obviously) is when different jungle enchants are completed. The cost of all three four (whoops) enchants are the same, but what is the average completion time for the various jungle enchants.

All around I also just want to say thank you for finally beginning to address the persistent issues that are in the jungle, this was not a problem caused by the jungle changes, these issues were prevalent even in the old jungle and it is largely itemization driven due to the challenge of balancing an item for multiple champions.

SonicÐeHedgedawg8 votes

Wow... This post... Just solid logic all around.

applause

At least cloth armor/chain mail would improve the effectiveness of potions... Maybe we need a strong jungle mastery where the damage returned to neutral monsters and damage mitigation and regen scale with max HP... We could look at jungle camp buffs for this

Great Ozymandius4 votes

They should have the juggernaut give a %max health, %max armor, %max mr machette burn. That would allow tanks' jungle clear to improve with tank stats, so they don't fall behind.

A simple solution without abuse problems.

Thryale2 votes

care to comment on mage junglers and the magus enchant? I heard that Fiddlesticks in particular is completely discouraged from buying a jungle item because he does not benefit from the aa proc due to him using his drain over half the time. Any news on this front?

TEKadeo8 votes

Don't forget that Utility tree mastery Summoner's Insight isn't correctly applying to the recast of smite, only to the RECHARGE (so it makes it 14 seconds recharge instead of 15 :|

Should be making smite 7.5 seconds less than 75, so 67.5 base

Raxistaicho12 votes

What about Elise? She's been chilling out at the bottom of the win rate chart for months now, and you guys promised you'd be keeping an eye on her.

She doesn't need to be overpowered again, I'd just like to be able to jungle as her without getting mocked by my teams (and yes, this has happened)

Juggernaut6281 votes

{quoted}

What about Elise? She's been chilling out at the bottom of the win rate chart for months now, and you guys promised you'd be keeping an eye on her.

She doesn't need to be overpowered again, I'd just like to be able to jungle as her without getting mocked by my teams (and yes, this has happened)

I'm sorry when I say this, but I have never played Elise: I think Elise is quite strong and the lack of people knowing where and when to jump down or stun is more of the problem. She has excellent ganking potential with a stun and an execute and a slow. I think people need to be more crafty with her or stop playing just Vi every single game so more people actually play other junglers.

Raxistaicho16 votes

{quoted}

I'm sorry when I say this, but I have never played Elise: I think Elise is quite strong and the lack of people knowing where and when to jump down or stun is more of the problem. She has excellent ganking potential with a stun and an execute and a slow. I think people need to be more crafty with her or stop playing just Vi every single game so more people actually play other junglers.

Not to be rude, but try playing her before you voice opinions on how good she is or isn't :/

Yes, her early ganks are good, but her teamfighting is terrible.

TJ Crimson1 votes

Just because he doesn't play Elise doesn't mean that he doesn't know her play patterns from experience. (playing against her, reading, etc. too many resources to NOT know what a champion is capable of)

You should be more worried about getting better with Elise than other's opinion of Elise when you choose her, as if champion select randoms (likely at an elo that will NEVER determine how strong a champion is) determines how strong or weak she is.

Raxistaicho5 votes

I've checked her stats across soloQ and 5v5 for all ranks, and the ONLY time she breaches 50% is *occasionally *at the highest level of 5v5 play, and even then we're talking 52% at best.

Darnyouoldtom2 votes

Just curious why attempt to fix the champions when the jungle items are woefully unbalanced right now? Right now if you were to straight buff any tank junglers to the point where they are on par with Warrior enchant users, they will still not see jungle play, they will simply be played in lane. Juggernaut is a terrible item for clearing the jungle, the build path to juggernaut is even worse, the end result is if you play a tanky champion in the jungle they just fall woefully behind. Alternatively if you are going to buff the champions first then you would have to add individual improvements to their clear which just is a lot more work and coding that needs to be done. Finally if you fix the champions and ever get around to fixing the jungle item then you have to go back through and nerf the champions you buffed.

All in all while I would love to see tank junglers back in action. Improving individual junglers is not a quality solution as it ignores the core problem: Tank stats don't clear the jungle well. This was the same issue with the last set of jungle items, why build the tank item when you can build the damage item clear faster and impact the map more resulting in you being tankier sooner AND having more damage. Fix the items and a lot of the problems are fixed.

And a side note the build paths desperately need to be addressed. Build paths are one of the primary reasons why even if you buff individual champions, unless you make them absurdly overpowered they will not be on an equal footing to warrior users. The jungle enchants really need to function like Viktor's hexcore, because the difference in cost between a long sword and other initial components really punishes non-ad junglers. A warrior user has at least 40 extra gold to play with compared to other junglers backing at the same time, they have close to 100g when compared to the AS junglers. Early pots and wards are huge and the 35-100g you invest in them early almost always will pay off and more than offset the costs.

I made a bigger ranting post below, but I figured I would post on yours as well since it was talking about actual champion buffs, which while it is cool you guys are looking at the tanky junglers, what they need is a viable item that covers the major weakness of tanky junglers: they can't clear the jungle anywhere close to efficient.

PalPlays1 votes

Skarner is also really weak right now. Here is a suggestion of how to balance him. boards.na.leagueoflegends.com/en/c/gameplay-balance/VIrq3Q1Y-skarner-rework-final-version

LankPants6 votes

How about the Juggernaut Enchantment itself? I don't think that tenacity is an ideal stat for tanks as if you get the enemy to blow their CC on you as a tank you've most likely just won the fight anyway. Tenacity is far better on bruisers who rely more on autos to deal damage.

Messaiga3 votes

What would Juggernaut Enchant get instead of tenacity then? It shouldn't be % Bonus HP if that's what is being thought of, that needs to be available to all tanks regardless if they are jungling or not.

LankPants3 votes

I'd say movespeed. It opens up boot options outside of mobis without making them a worthless item and offers tanks a movespeed item that they can utilise. And as for lane tanks, they still have a MS item in Righteous Glory, it's just less constant, which is OK as they don't need to quickly get between lanes.

Messaiga3 votes

That could be interesting. It'd be nice on champs like Skarner, Nautilus, Amumu, Rammus, and Sej since some of them either have lower base movement speed or just lack a direct gap-closing ability.

Juggernaut6281 votes

{quoted}

We're aiming to buff a number of tanks in the jungle in patch 5.5 and/or patch 5.6 (5.3's the current live patch, design work on 5.4's just finished for context). To start with that'll involve looking at tanks that are struggling a bit (definitely Zac, potentially Nautilus, Nunu etc).

As much as I am all for Nautilus being buffed, he doesn't encounter any problems until late game where EVERY tank falls off. So as much as I would like it, Nautilus does not need a buff as much as many junglers currently do.

Provengreil2 votes

Are we playing the same champion? it's only in the worst curbstomps that i die as naut after, like, 25 minutes.

LankPants3 votes

where EVERY tank falls off.

I heavily disagree with this. Amumu and Sej are probably the two best examples of tanks with amazing late games. They both hyper scale into the late game, out scaling even the majority of bruisers in terms of not only CC and durability but also even damage in a lot of cases. As the game goes on these characters become more and more relevant thanks to their ability to peel anything not named Olaf off of their carries while still outputting high amounts of AOE damage and bringing a solid initiation threat.

There are also several tanks who scale well into late game by being great at one particular aspect and just outclassing the rest of the roster at that. Naut and Ali for example just become indestructible CC machines who are constant team fight threats because they will CC all of your carries and if you waste time killing them they most likely just win anyway. Cho'gath and Nunu both create huge zones in a team fight whilst having a spell that out-damages smite, giving them unparalleled objective control. (as long as we arn't counting Kalista, she's bat-shit insane)

Tanks have never had a problem late game. Generally speaking in a game type where everyone started out 6 items lv 18 you would chose a tank over the majority of bruisers. True late game tanks like Sej and Mumu can even give bruisers like Jax a run for his money in terms of overall effectiveness in a late game scenario. The problem that tanks have is that they have incredibly weak early games that you have to work around and at the moment champs who can shut them down early are the meta.

Juggernaut6281 votes

{quoted}

I heavily disagree with this. Amumu and Sej are probably the two best examples of tanks with amazing late games. They both hyper scale into the late game, out scaling even the majority of bruisers in terms of not only CC and durability but also even damage in a lot of cases. As the game goes on these characters become more and more relevant thanks to their ability to peel anything not named Olaf off of their carries while still outputting high amounts of AOE damage and bringing a solid initiation threat.

There are also several tanks who scale well into late game by being great at one particular aspect and just outclassing the rest of the roster at that. Naut and Ali for example just become indestructible CC machines who are constant team fight threats because they will CC all of your carries and if you waste time killing them they most likely just win anyway. Cho'gath and Nunu both create huge zones in a team fight whilst having a spell that out-damages smite, giving them unparalleled objective control. (as long as we arn't counting Kalista, she's bat-shit insane)

Tanks have never had a problem late game. Generally speaking in a game type where everyone started out 6 items lv 18 you would chose a tank over the majority of bruisers. True late game tanks like Sej and Mumu can even give bruisers like Jax a run for his money in terms of overall effectiveness in a late game scenario. The problem that tanks have is that they have incredibly weak early games that you have to work around and at the moment champs who can shut them down early are the meta.

I do agree with you. I meant more that the carries can kill them instantly more than that they are completely useless. A lot of tanks are unfortunately completely useless late game as they have little to no cc to stop an adc or a bruiser.

LankPants3 votes

I meant more that the carries can kill them instantly more than that they are completely useless.

That also applies to bruisers. Most bruisers can be blown up late game too which is why only super bursty bruisers like Irelia, Lee and J4 are popular right now.

It's not a problem that adjusting tank itemisation is likely to solve either. I'd say the simplest and most sensible way to solve it would be to either change LW to % bonus pen so its an item that ADCs only want to build into super tank heavy teams and is inefficient against squishies or to revert the S3 changes to pen, meaning when an AD caster goes LW/Ghostblade they don't just ignore 50% of a tanks armour.

as they have little to no cc to stop an adc or a bruiser.

Are we talking about the same tanks here? I thought we were discussing true tanks like Naut/Ali/Sej and not tanky bruisers like Shy/Mundo. True tanks have plenty of CC to stop an ADC and any bruiser other than Olaf.

Kürama3 votes

What about Lee Sin? Is he getting a nerf?

5G8Nri0B542 votes

So what about tanks in other areas of the game?

Top Lane Zac for instance.

And as a former main of Galio , I'm not too thrilled that you repeatedly nerfed MR itemization, nerfed him directly out of the blue, nerfed him indirectly by giving every damn champion a form of disruption to make his R even MORE likely to be interrupted every single game, and nerfed his MR runes just cuz...

On a slightly different note, if Nautilus is getting looked at, any chance you may consider making him actually feel like he's swinging a big-ass anchor rather than mildly tickling his opponent with his weak AA's?

And yes, I said it. Malzahar MissFortune Galio are all nerfed to a degree every time you release or rework a champion to have a disruption against channeling abilities. It doesn't seem like a big deal at first, but it's really been adding up.

Shadow Gilgamesh2 votes

Oh god I REALLY can't wait for Zac to get some help. I got him like week 2 after his release and have gotten to play him this week thanks to nemesis mode and he's really fun to play, but has been competitively nonviable for so long

Borigrad3 votes

So what about champs like Xin Zhao, Udyr, Warwick, Volibear and Skarner? You know the more bruisery non-mobile junglers? Will they continue to eat shit and never be played ever?

PalPlays1 votes

Skarner could be made better... boards.na.leagueoflegends.com/en/c/gameplay-balance/VIrq3Q1Y-skarner-rework-final-version

hate1381 votes

Volibear with mobi boots, ghost, and his Q = THUG LIFE. Seriously though, I prefer to play Volibear as support because of his passive and flip/slow but he can easily clear both sides without going back and then go buy and kill people under their turrets.

SpecterVonBaren4 votes

Please don't buff Nautilus, I don't want him to suddenly become op and then get nerfed into the ground.

Eyrgos5 votes

{quoted}

We're aiming to buff a number of tanks in the jungle in patch 5.5 and/or patch 5.6 (5.3's the current live patch, design work on 5.4's just finished for context). To start with that'll involve looking at tanks that are struggling a bit (definitely Zac, potentially Nautilus, Nunu etc).

What about nerfing LeeSin ?

Honestly, just tune his numbers down some already as a band-aid solution for the time being.

The way you guys are handling this is on the verge of being unethical at this point.

Xela Syab2 votes

{quoted}

We're aiming to buff a number of tanks in the jungle in patch 5.5 and/or patch 5.6 (5.3's the current live patch, design work on 5.4's just finished for context). To start with that'll involve looking at tanks that are struggling a bit (definitely Zac, potentially Nautilus, Nunu etc).

Have you guys considered buffing Junggernaut to be more tank oriented than hp+tenacity? Why can't it have bonus mobility moving towards wounded champs or something of that sort. Essentially most junglers are buying Warriors since it gives ad casters all the stats they need and it even scales well lategame and is cost efficient, the other ones are pretty useless unless you're playing fiddle or warwick.

PalPlays1 votes

I play Amumu (Trailblazer - Magus), Skarner (Skirmisher's - Juggernaut/Devourer), Shyvana (Stalker's - Devourer), and Rek'Sai (Stalker's - Warrior). I would say that the order of Machete upgrades are as follows.

Smites: Stalker's Blade Skirmisher's Sabre Ranger's Trailblazer Poacher's Knife

Enchantments: Warrior Devourer Magus Juggernaut

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