Camp Damage Being Too Low is Just Another Symptom of the Real Problem
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.
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, whatever I'm aiming to play this game.