Brainstorming New Jungle Items! (or) My Thoughts on the jungle, Dood!
I'll be honest...My name is Prinny man and I am a silver 4 player at the time of writing this, not to mention it's my first post here so it may have some mistakes. However, I do know a decent amount about the game, even though I cant play it for crap XD. But to a more serious matter, Stonewall008. I watched this man's video about new jungle item ideas and I would say I agree with his proposal...to an extent. We all know AP junglers are in a bad spot right now, they've always been and probably always will be, but hear me and this man out on this. (oh, btw i would suggest watching this video, as i make a lot of references to it).
Machete is in a good spot right now, even though it does literally NOTHING for AP or tanks (well not as much as AD junglers anyways). So why don't we make more jungle items STRICTLY for AP and tanks? yes, i know it would put league back into the "spirit days" (ancient golem, elder lizard, spectral wraith). But this time don't make the jungle items so...overall good. Make them only work for specific people, like Stonewall's idea of spirit stone only applying on magic damage dealt, but instead let me point out my 2-cents.
NEW Jungle items! machete would remain the same, upgrading into the normal smite upgrades, then upgrading AGAIN into warrior or devourer and nothing else, just like stone suggested, but here's where our opinion's differ. For Tank junglers I think the Quill coat's a decent idea, but instead of applying grey health and a shield, why not a "capture" mechanic? (I got the idea from Dota's "Helm of the Dominator"). And before anyone asks, i just put the picture's in so this doesn't look so boring XD
Item: "Trapper's Armlet"
UNIQUE passive: Capture: Small Monsters killed by basic attacks have their souls trapped within the armlet, becoming Ghosts to do the owner's bidding (Max 2 Ghosts). Ghosts have 40 (+10% of owner's HP) health, 0 (+10% of owner's armor) armor and deal 4 (+ 3 X owner's level) magical damage on hit. Ghosts only attack Whoever has last damaged their owner or another ghost in the last 5 seconds, and they're attack speed and range are based on the monster that was captured. Ghosts last for 1 minute or until killed.
I feel as Tank junglers are too susceptible to early ganks from the more abusive junglers I.E. Shaco, lee sin. This Item will not only increase their clear speed, it would also help protect them against the more single target oriented junglers out there. Sure, you can focus the tank down, but don't pay attention and his minion's will chuck away at you. For Advanced items, i feel the Armlet will get slight increased in stats on upgrade (higher percentage scaling), but still keeping it's "ghosts for protection only" rule, while Stonewall's Ideas for Only being able to build Juggernaut and Cinderhulk should stay, but Increase ghost defensive scaling even FURTHER on Cinderhulk enchantment, and allow the ghosts to receive the movement speed buff on Juggernaut Enchantment and remove the protection rule, allowing the ghosts to attack the Owner's target.
Item: "Forager's Crystal"
Unique passive: Release: Whenever the holder moves, uses a spell, or auto attacks, they gain a stack of Overload. (1 stack per 100 units moved, 10 for auto attack, and 20 for spell cast. max 100 stacks). When stacks are full, the next instance of magical damage to monsters dealt by the holder releases the energy, losing all it's stacks and creates a field of magical smoke around the user, dealing 200 (+10 X level) magical damage to non-epic monsters in the area over 5 seconds, and healing allies by 150 health and restoring 60 mana over the duration. The crystal must recharge after each use, and cannot gain stacks for 7 seconds until the initial smoke dissipates.
I had a hard time thinking about this one, How could you make an item that both helps a mages' early sustain problems AND their clear speed, with AOE of course XD. This item is basically a free health potion on wheels, and can give some mana back too for those who cant sustain even on blue buff, not to mention giving some incentive to auto attacking (moar stack baby). It allows the more mana hungry AP casters (Brand, Karma, hell even leblanc) to have more sustain, clear speed, and maybe when that other jungler comes to invade you, you wont be at zero mana with a sliver of health remaining. The upgraded version would decrease the cooldown on the recharge delay, and increase the heal and mana returned to 200 health and 100 mana. It would Upgrade into, as Stonewall said, Runeglaive and Magus, with Runeglaive getting a smaller, but stronger cloud able to affect epic monsters, and Magus' smoke cloud being able to proc on, and hurt enemy champions.
I know there are a lot of questions, like "Why is a silver player making suggestions?" or "why did he link a video in the description instead of just telling us what was said in the video?" or even "why do you suck so much?". The answers, in order. 1)i know I'm only a silver player, but I have a lot of experience with this, and many other Mobas. I know my opinion won't matter too much, but it's nice to simply be heard. 2) I didn't list the things in the video so people would watch it and understand where I'm coming from on this, so I don't just sound like some crazy person who thought of this on the fly. 3) BECAUSE I DOOOOOOOOOO!...anyways please leave a comment with your thoughts and opinions on my ideas, all criticism is welcome. If Riot sees this, I would be the happiest man in the world just knowing they heard me. And remember, be respectful to anyone who posts THEIR ideas and opinions here too. constructive criticism is always welcome. I do not own the video I posted, This video belong to Stonewall008.
UNIQUE passive: Capture: Small Monsters killed by basic attacks have their souls trapped within the armlet, becoming Ghosts to do the owner's bidding (Max 2 Ghosts). Ghosts have 40 (+10% of owner's HP) health, 0 (+10% of owner's armor) armor and deal 4 (+ 3 X owner's level) magical damage on hit. Ghosts only attack Whoever has last damaged their owner or another ghost in the last 5 seconds, and they're attack speed and range are based on the monster that was captured. Ghosts last for 1 minute or until killed.
Unique passive: Release: Whenever the holder moves, uses a spell, or auto attacks, they gain a stack of Overload. (1 stack per 100 units moved, 10 for auto attack, and 20 for spell cast. max 100 stacks). When stacks are full, the next instance of magical damage to monsters dealt by the holder releases the energy, losing all it's stacks and creates a field of magical smoke around the user, dealing 200 (+10 X level) magical damage to non-epic monsters in the area over 5 seconds, and healing allies by 150 health and restoring 60 mana over the duration. The crystal must recharge after each use, and cannot gain stacks for 7 seconds until the initial smoke dissipates.