Ideas for season 6 Jungle
I do like how the jungle works currently, but it doesn't provide as much diversity in stats as i'd like. Plus most AP junglers have issues with early game clear, or have one ability they can spam for ridiculous clear (i.e. Warwick q, Diana w, Fiddles w, Amumu e, etc.). Some AP junglers are still better built tank or off tank, and not all AP junglers benefit from the runeglaive (tho with the bonus CDR again, it sorta helps). Also, AP junglers typically have a huge problem with sustain, so, i propose to have three base jungle items, each with their various smite upgrades, and then gems attached to each role.
Hunters Machete, and all of the smite upgrades stay the same (except poachers, it never needed to exist, they just have to ward their jungle when they see it). Bring back the Quill Coat, granting spiked armor, causing monsters to bleed for physical damage over 2 second after hitting you. It also would grant a higher % of the large monster's max health back to you after kill it than the Machete. Bring back the Spirit Stone, granting mana(or energy) per basic attack against monsters, and granting bonus mana(or energy) back upon slaying a monster. Also causes monsters to have reduced MR for 3 seconds when first hitting them with an ability (doesn't occur more than once, unless the camp resets).
For the gems, their would be three gem to chose from after acquiring the smite upgrade (the Quill Coat and Spirit Stone would have the same smite upgrades as the Machete).
- For the Machete, you would have the current Warrior and Devourer's gems, and a new one called the Blood Stone, that build out of a vampiric scepter, and a ruby gem and 200 gold (1400 gold total), granting
15%10% base AD as bonus AD,250200 Health, and the unique passive or Blood Siphon : Every time you deal physical damage to an enemy unit or monster, you gain % of the damage as stack-able, temporary, bonus health for 3 seconds (the bonus max health will disappear, but the health healed will remain). - The Quill Coat would have Cinderhulk as is, and two new gems, Barrier Gem and Onyx Stone. Barrier Gem builds out of the 800 gold pure MR item, granting purely
7050 MR, and the unique passive Barrier : 5% magic damage reduction (doubles against AOE and/or DOT). The Onyx Stone builds out of the 850 gold pure Armor item, granting7050 Armor and the unique passive Onyx Coating : Reduces physical damage from abilities by 5% (doubles against AOE and/or DOT). - The Spirit Stone would get the Runeglaive (minus the CDR, plus more AP), the old Magus (even more AP, and just 20% CDR), and a third building out of a blasting wand and a ruby gem. It would be called Runeheart, and grants 40 AP,
250200 health, and the unique passive Runic Affinity : slows, are 10% stronger and longer, stuns, silences, and snares are .5 seconds longer, and all other status effects caused are 3% stronger and/or longer(including DOTs as a status effect).
I feel alot more champions could brave the jungle with these additions, and having the gems attached to each jungler item will deter using random gems from another role (hopefully). What do y'all think?
Edit : Maybe more reasonable numbers... for numbers i actually describe... it's the thought of more options when it comes to stats that count though, or at least my intent... meh, what am i even doing, this is what riot and the PBE is for anyways, right?