Jungle is at the moment, unfun. Instructions on how to FIX. Dev read, please. Ty.
Jungle is not fun. And in my opinion has been this way since Season 3.
Right now there isn't an option for who to jungle with. You really have about 5 choices. Warwick, Udyr, Fiddlesticks, and to a lesser extent, shyvana and lee sin.
With the introduction of the hunter machete and re-tool of vamp, it was told to us, a long time ago, that by making itemization for Junglers, more specific, it would allow us to use and see MORE junglers, while securing the junglers role and keeping others out.
The problem isn't that the jungle is "too hard" or that select characters need to be nerfed hard (WW wasn't a problem last year, why is he now?) .
Follow logic here please, its simple.
Its because, THE JUNGLE ITEMS ARE TOO WEAK.
We know this because: A. The jungle is meant to be for the junglers only, the buff of the jungle monsters was meant to emphasize that, to keep the non-junglers off golems etc early game. B. The jungle items were meant to keep the teams jungler, able to jungle. C. We were told that we were going to see MORE diversity in the jungle. (which we have not). D. This is the important one. ONLY THE CHARACTERS WITH HIGH SUSTAIN ARE JUNGLING, BECAUSE THEY DON'T HAVE TO RECALL AFTER EVERY 3 CAMPS.
Adding 4 armor to eve did not do the trick. Jungle eve is not viable. The same is true for a lot of junglers that were, once upon a time, viable.
Sure, i can jungle just about everyone. But going back after every camp IS NOT viable.
So. Warwick is a problem right now. Huge issue. Fiddlesticks too.
What happens if you nerf them? Jungle still hits too hard, and is both A. Unfun. And B. Championed by the character with the best sustain.
Keep nerfing all the sustain champs and guess what? Your looking at another irelia nerf. Sad. (Hasn't she suffered enough?)
What happens if you nerf the jungle? Well, you have bottom lane stealing golems again (which they already still do). You nullify all the ideas that went into making jungle different.
So how do you fix this? SIMPLE!
A. Give the jungle items SUSTAIN. Instead of nerfing everyone with sustain, that can keep full health during jungle.
Hunters machete (almost fixed)- Passive Jungler: Deal 30 true damage on hit to monsters over 2 seconds and gain 50 Health and 3 Mana per second while in combat with monsters.
How simple. Monsters still hitting hard. But now only the jungler can sustain it.
B. Give the jungle items a mechanic that stabilizes clear time for everyone!
Hunters machete (getting there)- Passive Jungler: Deal 4 true damage on hit to monsters over 2 seconds. This damage doubles every 2 seconds. You gain 50 health and 3 mana per second while in combat with monsters. (4, 8, 16, 32, 64, 128)
Strong enough so that no one will be stunted by jungling early. DOES NOT SCALE. Prevents the late game abuse that Season 2-3 life-steal saw.
This way, no matter the character, there will not be more than a 4-6 second difference in killing a mob. This allows for ALL characters, to some degree, be viable choice for jungle.
C. RESTRICTION: MUST BE FIRST PURCHASE!
To prevent everyone on Summoner rift from buying it to sustain off jungle mobs.
D. Change cost of hunters machete to 475 gold.
Now that the hunters machete does what it should, you do not need potions. And we need to restrict the gold as much as possible to keep people in lanes from picking it up to go heal in the jungle.
And... fixed. Now we can jungle as everyone. Everyone sustains. So ww is not OP, because the enemy jungler can go just as fast as WW. stay at full just like enemy ww.
This allows for more interaction in counter jungling.
This allows for more DIVERSITY.
This is what this game needs at this point, not a bunch of items that DO NOT get the job done.
(sorry for any bad grammar and/or spelling problems, friend of mine is urging me to stop typing and actually play)
Thank you to all that took the time to read, and consider how this would actually work.
