Changes for Season 8 I would like to see
Current Jungle meta forces you to gank instead of the decision do I farm, gank or counterjungle
- Reduce Spawn timers and rewards on jungle camps. This would enable you to make a strategic on if you want to farm or gank. Currently after your jungle is cleared you have nothing to do, it forces you to gank because counter jungling isn't that worth thanks to the xp catch-up mechanic.
Small jungle camps respawn times went from 100 to 150s
- Reduce / Remove the xp catch-up mechanic. This makes the punishment for constant ganking and failing a lot of them non-existent. It further emphasizes the gank-heavy meta and also makes counterjungling less rewarding.
Hunter's Machete and Talisman Passive:
"+50 bonus experience upon killing large monsters. +30 bonus experience on monster kill for each level higher the monster is than you." You get a flat amount of experience (30 per level beneath the monster's level) per monster you kill from Hunter's Machete and Talisman, which is probably too strong on this patch because Raptors and Krugs have so many more monsters than in previous seasons.
This makes it's really difficult to keep the opposing jungler behind in experience because whenever they clear Raptors or Krugs they gain hundreds of experience points that were never available in previous seasons. Also, it imbalances the map and makes those two camps much more important for a jungler who is behind than any other camp.
- Revert Smite changes. Make using smite on a camp a strategic decision again that.
Smite used to give bonuses depending on what camp you used it on.
Krugs have a buff which stunned jungle monster on every 5th hit (great for attackspeed jungler).
Raptors gave you a buff that was triggered when you were spotet by a ward and let you destroy it.
Wolves spawned a ghost that gave vision when someone invaded your blue buff side jungle (great to counter invades).
Gromp gave a poison armor that damaged enemies who attacked you (great for slow tanky jungler).
Red Buff gave you health and blue buff mana on smiting it.
Now it just heals you for 100 + 10% of your maximum health when used against any camp.
Overabundance of CDR - give us the choice between spammability and raw power back
Seriously, I remember when people would get brutalizer into Youmuu's, and that was like the only 10% CDR they would get. Mages would have to go out of their way to turn 5% CDR amounts into 10%, itemizing was a hassle if you wanted CDR and damage, and it was ok because you had to choose between spammability and raw power.
But now? Free CDR on mage items, assassin items, fucking ADC items even have CDR now. Meanwhile the only class not benefitting from the overabundance of CDR are the class that it's arguably the most balanced on: tanks.
Before, if you went over 40% CDR, you were considered an idiot because you went out of your way to reach that. Now, every game is a struggle of "CDR overload."
Why does Morello's and Triforce have 20% CDR along with all the other crap they have? Essence Reaver gives up to 30% CDR. FOR A CLASS MEANT TO USE THEIR AUTO ATTACKS. Why the flying frankfurt did you slap CDR on Zhonya's? Just reduce the damn cost, not put useless stats for the situation.
TL:DR
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Reduce Spawn timers and rewards on jungle camps - lets us choose between gank, farm or counterjungle
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Reduce / Remove the xp catch-up mechanic - make failed ganks more punishable and less spamable
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Reduce the Overabundance of CDR, especially on mages, bruiser and adc's - make spell using more meaningful than pressing a button on cooldown
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Revert Smite changes. Make using smite on a camp a strategic decision again that.