How to (potentially) fix the stale jungle meta in competitive

Echodox·2/27/2018, 10:37:29 PM·1 votes·233 views

Greetings everyone,

I watch a lot of competitive LoL, because i generally find it very entertaining. However especially the jungle seems to be.. very limited.. in what champions are played there, and i think i know exactly why, and have a possible solution on how to bring some diversity there.

Simply put, i think the problem is Warmog's Armor. This item means that the smite (jungler), can get chunked out, but stay around to contest Baron and Dragon, which is something that is ofc heavily valued by teams, because if your smite has to base to regenerate, the enemy can potentially take the objective without much contest. Because of the way Warmog's works, the jungler is pretty much forced into Cinderhulk to get to the minimum health requirement, which means that you're gonna play a tank jungler, period. (Kha'Zix seemingly being the exception because he is a reliable assassin due to the stealth changes).

I think that Warmog's has a very nice niche to it, but i think the way it currently works is bad, and could be remade to fit that certain niche better.

When i think of what Warmog's COULD offer, i think of champions that can go into a fight, use their spell rotation, soak a lot of damage, jump back out, heal up a decent chunk while waiting for their cooldowns, and then dip back into the fight for another round. When i think of Warmog's i think of a massive health item that allows you to survive initial burst damage, and heal you enough to allow you to (re)engage in fights instead of recalling.

How i see Warmog's could be balanced, is first of all to remove the health requirement for the healing effect (which will be changed, don't worry). Not having a health requirement would mean that a non-tank could pick it up as a "the enemy team has a better 5v5 than us, so i need the health and passive to potentially get more done in fights".

Concerning the health regen, i see two options:

Either change it to be healing based on MISSING health instead of max health, or alternatively reduce the max health healing at different health levels (2% up until 40% health, then 1% until 70% health, then 0,5% until 100% health, something like that). This would reward players who soak up a lot of damage and manage to exit a fight, by giving them more immediate healing, giving a large chunk of health back quickly when at a low health total, whilst preserving the items identity of topping you off, but more slowly the less missing health you have, removing a lot of the abuse from competitive play.

OR: after exiting combat with a CHAMPION (to remove creep abuse), restore X% of max health over X seconds. This would work sort of the same, were you get a burst of healing (albeit at any health total not just when you get very low), without the item topping you off completely no matter what.

Both of the above alternatives would give players the option to dip in and out of combat, soaking a lot of damage and being rewarded if they make it out alive, while removing the "our jungler must be a tank because Warmog's" from competitve.

I think it's a cool idea that give players a lot more to think about in terms of itemization. Do i build armor/MR or Warmog's? Do i need to just be a full on frontline against the enemy team, or do i need to potantially get several spell rotations off by going in and out?

I'd like to hear what you guys have for thoughts on this idea, and if you think it could achieve the goal of diversifying the competitive jungle pool?

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