I think pretty much all of the jungle items need some adjustments as of right now
Ever since season 6 the balance between the 4 different enchants has gone... kind of out of whack, and I would argue that most of them don't really feel like they're fulfilling their role anymore. I think change is needed, so I'm gonna talk about the different enchants individually to give my thoughts on where they are, why they are/aren't fulfilling their role, and what should or could be changed. Let's go, in alphabetical order as that's the most fun kind of order!
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Cinderhulk: The tank enchant has been the subject of much discussion in recent weeks which is a lot of what motivated me to make this thread. We've all seen that the majority of tank junglers have decided to switch over to the AP enchant and the days of AD junglers occasionally going Cinderhulk for the better late game scaling are long gone - when's the last time a Lee Sin didn't build Warrior? Cinderhulk, in season 6, I think is not able to do what it needs to. Its clear is too weak (especially in comparison to Runic Echoes), its late game scaling isn't where it needs to be (Cinderhulk used to be THE late game enchant) and its early game isn't relevant enough to make up for that because... health isn't a big power spike at 10 minutes into the game. Tanks clearly want a fast clear right now (as they can get it if they swap enchants) but they're not getting that from Cinderhulk, and the bulk it offers isn't significant enough to make up for that anymore.
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Devourer / Sated Devourer: This item has really taken off this season, with Rageblade breathing a new life into the item and bringing us right back to the release Sated/BOTRK disaster we had to get through. Overall Sated is a pretty disgusting symptom of the inherent problem with attack speed carries from the jungle - the skill burden on those playing against them is significantly higher than the skill burden on those playing them. That's... pretty understandably not fun for anyone involved except the Sated jungler. As regards what to do here, it's really difficult to suggest anything. I think it might be wise to just delete Devourer and try again with another attack speed jungle item with no stacking design and a much more moderate power budget as a result, but who knows. This is the most difficult enchant to look at by far because the concept it supports is arguably unhealthy inherently.
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Runic Echoes: This is IMO the item in the weirdest spot. If we think back to the time before this was released (the last days of Runeglaive), pretty much every AP jungler was in a terrible spot (even Nidalee was trash in solo queue, though weirdly popular in competitive games). Runic Echoes came out, clearly overpowered, and brought AP junglers back into the spotlight. However, it only actually made two AP junglers overtuned - Elise and Nidalee. The item was good enough to be used on tanks and made the best AP junglers overpowered, so it got nerfed twice. With these nerfs, the tanks using it are... still using it, but AP junglers have pretty much collapsed. Only Nidalee continues to perform well. What does this mean? It means that Runic Echoes was a crutch for AP junglers when it was too strong and now that it's no longer too strong, AP junglers aren't able to perform. So... AP junglers need a jungle item that's clearly overtuned compared to the others but that item needs to not be good on other classes. Runeglaive when it was good managed this because it had most of its power loaded into its on-hit AP ratio, but because Runic's power is mostly in its base damage, it fails to discriminate adequately between AP and non-AP. Obvious solution: re-adjust the numbers to much more heavily favour AP stacking champions than Runic + tank champs.
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Warrior: In a weird spot this season where despite being more popular on AD champions than it's been since the early days of season 5, it's also arguably doing less for its class than it has for a long time. While the AD on it is now pretty huge, the lack of CDR is a problem and the lack of a passive leaves it feeling both uninteresting and lackluster. Suggesting a passive on the item isn't too easy because the obvious suggestion is Tiamat which would exclude ranged AD, but there's no reason Riot couldn't make up something completely new. I don't think Warrior will feel satisfying on its class until it does something fun/unique, like the others.
This is what I would like to recommend for all of them:
- Cinderhulk: One of two changes. Either significant buffs to the Immolate passive, notably early (it needs to at least be worth considering versus the Runic passive), or buffs to the % HP. I'd go from 15 > 20% bonus HP, but I think 25% would be a bit much.
- Devourer / Sated Devourer: Needs reworking. If you're not gonna look at the health of on-hit damage as a whole, I'd just see how releasing an on-hit jungle item that just... has the stats it has would go. A bigger spike early that doesn't turn into 1v5ing seems like it'd be worth looking into, though I'm willing to believe that it wouldn't work out.
- Runic Echoes: The passive numbers need retuning IMO, probably either just buff the AP ratio on it (10 > 15%) or doing that while nerfing the base. The difference in performance for the item between people who stack AP and people who don't just needs to be significantly more noticeable than it is right now.
- Warrior: Could probably do with a Magus-esque deletion and replacement so it's more interesting. Alternatively, 5 AD.
Anyone got any thoughts on this?