An idea to make the Jungle 'Plants' fair for all champions, both melee and ranged

Toastersaot··18 votes·945 views

Currently, the Jungle Plants give a strong advantage to Ranged Champs over melee, as it takes one auto attack, regardless of melee or ranged, to use them. This means that a Graves ,Nidalee ,Kindred , or Elise is much safer when using one compared to a LeeSin ,JarvanIV ,Gragas , Zac ,RekSai , orAmumu .

I think that we should take the same approach to plants as we do to Traps like Teemo Shrooms and Jhin Traps, where Ranged champions, due to their safety from auto hang from afar, need three attacks, while Melees only need two, as they must get close to the trap to destroy it.

You may ask, why does that matter so much?

Ok. Well imagine if you were a LeeSin , and you know that th enemy is doing dragon. They have vision in the area, and there is a Blitzcrank on the enemy team. You use the plant that gives a similar effect to item 3363 . You, as a melee Jungler, must get right next to the plant to proc it, while a ranged champion can just hit it from maximum auto attack range.In order to proc it, you must put yourself in much more danger of getting pulled than a Ranged champion who also only needs one auto attack to proc it's sweeping affect.

Therefore, I believe that Ranged Champions should need TWO auto attacks to proc a plant, while Melees should only need one.

10 Comments

Astôlfo13 votes

Or just make it so it's not an "autoattack" that triggers the plant, but a manual special type of command that only works in melee range (basically when the character model itself is near/overlapping the plant). That could work as well.

e.g; right-click on plant when you're 100 (numbers just guessing, IDK what the melee AA range is) units or closer to it

Oleandervine9 votes

{quoted}

Or just make it so it's not an "autoattack" that triggers the plant, but a manual special type of command that only works in melee range (basically when the character model itself is near/overlapping the plant). That could work as well.

e.g; right-click on plant when you're 100 (numbers just guessing, IDK what the melee AA range is) units or closer to it

Or, for simplicity, just a click to activate like the Black Spear or Thresh's Lantern.

Spoofghoul1 votes

175 range would do

Zero Skill Tank1 votes

This, on the other hand, totally screws over ranged champions. Following OPs example, Kog forced to go near BC risks even more than this Lee Sin.

Astôlfo1 votes

So? Kog'Maw already has the advantage in the first place because of his range and far higher DPS. Kog doesn't need to go near a BC in the first place when it's either for escape or knocking enemies into his team. He has kiting as for the escape part, hence, he needs none. And the bruiser/tanks should be the ones to set off BC to throw enemies into their team so that said ADC (Kog here for instance) can shred them.

SchmidttyGames3 votes

Treat them like Rek'sai tunnels, where you have to walk up and stand on it for a half-second to make it disappear/activate

RisenDarkKnight1 votes

While that would be good for the healing fruit and the scrying/vision plant, that probably wouldn't work well with the blast cone plant, because it'd be really hard to use that way.

I think a half second (or quarter second IDK) channel from range would work better because you could still try to blast cone away pursuers, even if you are a melee champ.

Only Play Darius3 votes

They could take the Thresh lantern approach where all champions have to be within a certain range, regardless of AA range, to activate it. Regardless i'm happy that this is being brought up as the melee vs. ranged disparity has been an issue for a long time and keeps growing Gnar

Primaquarius1 votes

Seems fair

+1

RisenDarkKnight1 votes

I think they should just be a short channel, like capturing towers in dominion, but quicker. That way you can still get them from range, and attackspeed doesn't matter so supports/tanks can get them as quick as ADCs.

Attack speed speeds up your auto attack windup, so AS champs have a significant advantage in killing wards, and procing these plants even if they only take on hit to activate. I think making it a channel that activates at the same range for everyone would fix this.

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