Why high damage meta is ruining Jungle, and making it far too skill oriented.
Someone brought up a good point in another thread, which I honestly thought about. I believe Not only is Riot going about Jungle changes in the wrong way, but also that the higher damage meta in the game is making jungling far more skill based that can win or lose a game for your whole team far more than it should, and require far higher skill ceiling than its ever required before.
I've played jungle alot back in the day. I play far more casually now than I used too, but the one thing about Jungle, is the very nature of it, makes it very high impact, important role. It should as well. It keeps lanes on their toes, and allows for the wild card turn arounds in games, and lanes.
The Problem
The problem is the way Riot is going about it. Apparently 200 years experience isn't enough to figure this out, so I'll put my additional 4 years experience to it and let them know..
Jokes aside:
- The reduction of exp is shortening the window a jungler has to make a mistake to nearly 0. One mistake, and you're screwed for the rest of the game, and with you out, your team is essentially 4 people with 1 extra minion.
(Arguably ALL lanes have this problem right now, but that's really because damage in general is way the fk out of control, but I'm here to discuss jungle specifically).
This requires a significantly higher experience, and higher skill player to eliminate this. Generally this will only happen where a smurf is, otherwise any bad luck, or mistake will cause you the game in most cases, and now the enemy jungler has essentially the whole map to free farm and push you out.
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No catch up exp is doubling down on #1
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Significantly higher damage in the game than ever before. This results in you being less than half a second late to a gank, means your adc, or support just got blown up and its now a 2v3.
This is a significant problem. Why?
Because a jungler has to already be there to turn a fight around. Whereas before when it took time to make a kill, and supports were not doing insane amounts of damage, a 2v2 was a skirmish, not an assassination attempt in .3 seconds. Junglers who were already on their way, and on the same screen as the fight had a chance to actually turn it around.
Now however, whichever jungler is there wins the gank. There is no turn around, or at best canceling the gank and skirmish and letting everyone get away with you showing up.
Again this is very very significant, because tracking the enemy jungler now is pointless. If you're 1-2 seconds behind him, you may as well gank another lane. As going into a 2v3, even if the enemy adc/support is half health is suicide, and isn't worth giving yet more gold over 3 enemy players when they can blow you up in half a second.
- Objective Control is more important than ever before on a gimped lane. You're always behind in levels, and you're expected to do the most important role in the game, objective control, and winning bot lane.
This again requires an experienced, and skilled player, far more than ever before. Not only do you have to gank lanes while being a 1 shot potential against you (Depending on who you're playing), but if you died even once, you're now 2 or even 3 levels behind, still expected to force objectives.
Conclusion:
Riot has been going about making jungling less impactful and less important in all the wrong ways. By forcing the role to be an extremely high skill ceiling required to do great and not be a literal dead weight. They've made the role even more important than ever before, while additionally adding insanely high damage to the game, resulting in the jungler with the highest mobility, and skill a nearly auto win situation both in the jungle, and ganking potential, where even if the enemy jungle is a step ahead, still can result in him being to late to the fight, even if he's just 1-2 seconds away.
Suggestions:
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Lower the damage in the game across the board. Allow the jungler to actually have at least 1-2 seconds to get into a fight before its already over, this will also help other lanes as well, and the whole game in general, but again not here to argue those points.
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boost jungle exp if anything, so one or two deaths even on a successful gank where you got assists isn't still punishing you. (From my experience, on ganks where it succeeded but I died, generally results in me being a level behind the enemy jungler, or 2 behind lanes, due to the death timer + time to get back into the jungle as compared to the enemy jungler being able to gank and get a kill or continue power farming.) Successful ganks shouldn't be punished.
Why not catch up experience?
I never liked the idea of "catch up" experience. If you constantly do bad, get behind, and keep messing up, you shouldn't get a free card back into the game.. That being said, screwing up once and you're out is absolute B.S.
and am so grossly overtuned that my auto´s deal 1.000(for easy math) before resistances, i still only end up raising my damage from 200 to 300.