Camp Damage Being Too Low is Just Another Symptom of the Real Problem

The Yetii Rider··1 votes·452 views

So after the changes in 7.2 I decided to try and jungle Amumu and I was unable to clear more than two camps. I thought I might be able to take Krugs but I was killed by the Ancient Krug before I could finish it off and get the heal.

Now, admittedly I don't jungle Amumu very often at all, but Amumu is a champion I wouldn't expect to have many issues clearing with at all. His kit has so much AOE damage and innate damage resistance (combined with his passive which destroys a jungle monster) that just farming should be simple for him, right? Wrong.

I could have done things better. I could have gotten a harder leash, I could have started with three pots instead of a Rejuve Bead. But I think the actual problem was that I was running my standard jungle page which has Scaling Health seals instead of flat armor runes. And that's when it hit me.

My early clears in the preseason haven't been easy. They've been rough, I've had to back and get healed up even as Nunu. I was in no danger of dying but I certainly wouldn't walk into lane and gank. And that's because even with all my sustain I was taking so much extra damage in the early game without that extra 9 armor.

As long as flat armor runes exist, people will use them, and as long as they use them, the jungle will need to be tuned around them. So why bother? A while ago we just nerfed the amount and increased every champion's base armor, but if armor runes are just so mandatory that they affect the amount of damage all minions and monsters (and even turrets) need to deal in the early game, then it sounds like we should just integrate that fully into the system instead of requiring it as a tax to play the game.

Remove all armor runes as part of the midseason tank update (one of the stated goals of which is to increase the amount of sustained physical damage tanks take) and increase all champions' armor by another 4 to compensate. Simple.

5 Comments

Eedat3 votes

Why would you ever start with a rejuv bead? Thats a major problem right off the bat. Either start 3 pots or start refillable and upgrade it to a hunter's potion on your first back. Trust me, it makes clearing SO much easier

The Yetii Rider1 votes

Because I main Nunu. Nunu has no use for potions, and item 1006 builds into many useful items like item 3077 item 3512 oritem 3107 , whatever I'm aiming to play this game.

Asayake 5150glow1 votes

[{quoted}](name=The Yetii Rider,realm=NA,application-id=3ErqAdtq,discussion-id=8ZLivOab,comment-id=00000000,timestamp=2017-01-28T21:04:37.600+0000)

Because I main Nunu. Nunu has no use for potions, and item 1006 builds into many useful items like item 3077 item 3512 oritem 3107 , whatever I'm aiming to play this game.

Exactly, Nunu has no need for potions, but nearly every other jungler does (haven't played Aatrox jg in a while, but seasons ago he could easily sustain the jungle without any potions, but he would be permanently at half health). The jungle is balanced around taking potions to start the game, with every role.

The Yetii Rider1 votes

I usually make it work with a back after third camp on other junglers, and I just find the permanent buy to be much better than throwing my money away on potions.

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