@ Riot - Jungle Hecarim? A reasonable conversation

ArithianFlame·6/9/2015, 11:36:56 PM·4 votes·1,017 views

I am concerned for Jungle pony. I think this hit on his E is going to be the straw that breaks jungle Hecarim's back. While the nerfs were meant to address top lane and Riot tried to not affect his jungle, every part of his kit other than R has received a nerf.

V5.11:

Warpath The amount of bonus attack damage granted is now checked every 0.25 seconds instead of every 1 second. Devastating Charge The bonus movement speed is now additive instead of multiplicative.

V5.9: Rampage Deals 100% of the spell damage against monsters from 66%. Cost increased to 32 / 34 / 36 / 38 / 40 from 20 / 23 / 26 / 29 / 32

V5.7: Stats Base health regen reduced to 7 from 9.25. Base mana regen reduced to 6.5 from 7.5.

V5.1: Rampage Mana cost reduced to 20 / 23 / 26 / 29 / 32 from 24 / 26 / 28 / 30 / 32. Spirit of Dread Healing cap against minions/monsters increased to 90 / 120 / 150 / 180 / 210 from 60 / 90 / 120 / 150 / 180.

His mana costs in the jungle has always been extremely high. Even with purple smite, he has difficulty managing his mana after increases in his Q costs. The damage changes is great at the camps but that won't stop you from running oom the second you reach lane to gank.

The math tells us that jungle Hecarim does not have anywhere near the same damage output as top-lane. Without homeguard and teleport he will never reach the speeds required. His jungle also typically run ghost, although I've used ignite in certain matchups, and never teleport.

Why can't Riot just implement a movement speed cap on Hecarim's E. Make the number large enough that hecarim can use his standard top or jungle build and reach the multiplicative speed number as it currently is, but no higher.

I have never once heard anyone say they felt jungle Hecarim does too much damage as he currently exists. I also consistently hear from the majority of those I watch or play with that they would be fine with hecarim's top lane damage if his teleport cheese could be removed.

For example: item 3274 item 3172 item 3078 item 3071 item 3800 These are the only movement speed related items jungle or toplane has any reason to buy. Keep in mind BC shares the same passive as TF, so they don't stack.

Now take whatever number this comes to with his E currently, and set that as the cap. The problem is solved. Hecarim could still build homeguard as a means of leaving base early, but activating his E would bring no further benefit. It would cap out and be a waste of mana. However, hecarim could zoom out of base with homeguard and activate his E afterwards, allowing him to cover ground quickly and maintain map presence.

There is literally no downside to anyone. This preserves map presence, his ability to do reasonable damage, and removes teleport cheese. His jungle and top lane damage take no hits. He builds the same, does the same damage, but will no longer oneshot anyone he wants after using teleport.

I love my jungle pony. I understand that something needs to be done to remove him off permaban. I hope Riot is willing to look at alternative means once the dust settles, and look at alternative ways of deleting the cancer that is telehec while allowing him to play jungle or brusier.

TL;Dr: I think a movement speed cap would be a better way to preserve his identity while removing the cheese associated with teleport.

4 Comments

Lud1cr0us6/9/2015, 11:45:35 PM4 votes

I agree. A movement speed cap is a good idea. It's not the damage that's oppressive its the teleport/homeguard gimmick. I would be fine with him in either lane if he couldn't teleport down and oneshot me me at mach5.

NihilisticMania6/10/2015, 12:06:33 AM2 votes

i agree

thinking man6/10/2015, 1:24:46 AM1 votes

naw jungle hec is just as cancer