Jungle rework proposals
390-1000 true damage >> 200-500 +20% current HP true damage
(among other reasons, this is to make Baron/Dragon fights more engaging and unpredictable, as well as to make champions like Nunu and Cho'Gath relevant)
Baron and Dragon pits are now larger, with the river now bending into the blue side blue jungle and the red side red jungle to make room.
Baron Nashor
Abilities fire faster and deal more damage. new: When below 50% health, Baron Nashor will begin tunneling around the pit. Anyone it tunnels into is damaged and knocked up. While tunneling, Baron Nashor is untargetable.
Dragons new: The dragons will periodically change positions, causing a gust whenever they land (like when they are first attacked). new: the gust created by the dragons now deals damage 150 damage and applies a bonus effect based on the dragon type. Infernal: 5% max HP magic damage over 5 seconds. Infernal dragon has 50 magic penetration. Ocean: -60 HP5. Cloud: Double damage and increased knock back distance. Mountain: 0.75 second stun Elder: Applies double the elder burn they would receive by killing the elder dragon.
Red has more attack speed and applies its burn. Blue has more AD and a "damage memory" mechanic similar to Adaptive Helm.
Stat scaling increased to make them relevant at all stages.
Raptors and Wolves are now aggressive mobs that roam the jungle in packs, looking for a fight. Their stat scalings have been increased to make them a threat at all stages. They no longer reset, but instead gain a high amount of out of combat HP5. They will not chase you out of the jungle.
Krugs and Gromp are both more powerful than now, but will still not attack you until you attack them. Besides that, they receive all the adjustments as Raptors and Wolves.
Ivern will not be attacked by these monsters. If he marks them,
Small camp spawn locations now work more like Plants; they will jump out of crevasses, and Jungers who wish to kill them will have to go hunting.