How to Fix Jungle Diversity

Casciel··3 votes·763 views
[Solution] How to Fix Diversity in the Jungle * /r/leagueoflegends

I posted this on Reddit but I figured I would also put it here where more other people can offer their thoughts/opinions:

Give Hunter's Machete a new passive that deals area damage to monsters in combat with the jungler each second, slowly stacking damage over time. Riot can calibrate the number so that it matches slightly below a decent clear time. If a low-damage jungler (such as a tank) is lacking on damage, the item will slowly compensate that damage while clearing a camp.


Give the new passive a small ratio that scales off of bonus health and damage mitigated, which means that as tanky junglers get tankier, their clear time speeds up as well. Not absurdly so, but enough that they do not fall far behind fast-clear junglers.

Below is a mock example, and would need definite number tuning. It is merely to give a picture of what it might look like.


Jungler's Resolve: Deals 2 (+2% bonus health)(+10% damage mitigated (potentially)) damage every half second to non-epic jungle monsters, increasing by 2 damage each second that the jungler remains in combat with the camp.


Once the numbers are tweaked, this effectively creates a minimum clear speed floor that Riot can balance. At a certain point (say 20 seconds, just as an example) the damage of the passive will ramp up and effectively finish off the camp if the jungler's damage is too weak to do so. If a jungler is very fast at clearing, they will have already cleared the camp before the damage can ramp up, keeping the passive useful for slower-clear junglers without simply speeding up junglers that were already comfortable in the new jungle.


PLEASE NOTE: The speed from the Jungler's Resolve passive would be balanced to be an average clear speed. It does not mean every slow jungler can clear like a pro. All it does is ensure that low-damage tank and utility junglers are able to keep from falling heavily behind to meta junglers.

8 Comments

killd0zer1 votes

The passive already looks cluttered as fuck.

Casciel2 votes

I'm more concerned with the mechanic than with aesthetic simplicity. They may have to move some of the stuff into a passive aura or trait for junglers when they take smite, but something has to be done about it otherwise we just buff and nerf them one at a time.

Raptamei1 votes

They could do like Dawngate, allow one player to be jungler and add the bonuses to the jungler role.

Casciel1 votes

That would work, and might be something they'd consider. But as of now I just put it on the machete because it's the item every jungle has to pick up.

Retillin1 votes

I like the general idea. But don't you think if it were strong enough for tank junglers to take, some of the bruisers wouldn't just take the item? Much like in season 4, Lee/Vi/Rengar/ect... just switched from the AD attack item to the tank item.

Casciel1 votes

The idea of the ramping damage is to make this less likely. If Rek'sai or Lee can clear a camp in 10 seconds, they're done and moving on to the next camp before the passive has done much damage at all, so it doesn't affect them much. But if, say, Nautilus is chugging away at a camp and he's slow at damaging and he's now been working on the camp for 20 seconds, the damage from the passive is getting stronger and stronger and helps him to finish it off. Fast clear junglers shouldn't be able to abuse this passive because for them, it's actually more efficient to just clear quickly. But for slow junglers, it's a nice little buff that speeds up their clear some.

Retillin1 votes

But that's where it gets tricky. How much does it help the slow ones? If it helps enough, a Reksai or Lee Sin will just build full tank and get a bit of that loving. (As they did in season 4 with Ancient Golem, well not Rek but you see where I am going with this)

Casciel1 votes

No, because it isn't on an item upgrade, and it only gets useful if you're slow jungling. The only way a Rek'sai abuses this is if they sit and don't use any of their abilities to clear the camps. If a player has half a brain they'll clear their camps using their kits like normal and it won't give them any advantage. It does nothing versus players or objective monsters.

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