Season 6 jungle is going to have such a huge learning curve
HP pots cost more, but no info on whether they heal more, possible they do? So unless jungle items give more sustain now then low sustain junglers will be weakened. and you'll also need proper masteries and decent runes so you can clear without dying. And now Rift Herald is going to confuse the hell out of new players.
Think of it this way, as a new player: There are 6 camps within your own jungle. Smiting gromp gives a poison affect when being attacked, smiting the big wolf gives vision, smiting raptors reveal wards (although with removal of green wards? probably something else?), smiting krugs allow you to stun monsters or do a chunk of damage to towers. Red and blue can be smote for a bit of hp or mana respectively, and killing them gives a burning slow debuff on autos and mana regen + 10% cdr, again, respectively. There are also 2 neutral crabs in the river, one on each side. Slow and tanky, but with god damn scripts to juke the shit out of you, the crab, unlike other neutral creatures, does not attack you, and restores a little more hp, along with getting temporary vision that acts as a speed boost. There are two main pits in the rivers. The lower half is the dragon pit, spawning early on, giving a global buff to your team, with 5 different levels of buffs, each increasing your teams stats in a way, and the 5th doubling the bonuses temporarily. The northen pit early on spawns a Rift Herald, which will give a buff to a single person (which from the looks of it will be similar to baron buff. well, at least that's the place holder ring, could be completely different for all we know), however past 20 minutes it spawns the fearsome baron nashor which will give all currently alive team members a huge buff for 3 minutes, repsawning every 7. There are also 4 types of smite upgrades, each having 4 upgrade paths. Additionally, they all build from Hunter's Machete, an essential for jungling. Upgrading machete leads to one of 4 types of smite upgrades: Blasting Smite: Which gives AoE stun on monsters and minions and restores %missing hp. Chilling Smite which steals 20% movespeed from the target champion and deals a small amount of damage. Challenging smite which gives vision and makes auto attacks on the target deal true damage over time. And lastly, Poacher's Smite, which you should never get, and will only tell the enemy you're new at the game. Each smite upgrade also turns Machete's base +15 gold on killing monsters to 30 gold. Then the smite is upgraded to its final form, the enchantment. There are 4 enchantments: Warrior: A physical damage smite giving raw AD and armor pen, along with some cdr. Runeglaive, a magic damage dealing item that gives an AoE magic damage proc to monsters, and a non AoE proc to other things, also giving 10% cdr. Cinderhulk, which in combat gives an AoE burn and %25 bonus hp. And lastly Devourer, the stacking based attack speed item, which deals magic damage. At 30 stacks the devourer becomes "sated" reaching its maximum magic damage potential and now counting an additional attack every other auto for melee, and every 4 autos for ranged. Stacks are calculate as such: Killing a large monster or champion gives 1 stack. Killing the Scuttle Crab gives 2 stacks. Killing an epic monster (dragon, baron, and herald(?)) gives 5 stacks. It is also important to know that assists on all of these also count, so your teammate taking the dragon instead of you would still count, etc.
Yeah, that is a lot. And that's not counting any other possible changes. The jungle already is one of the more complex roles to learn as a new player, maybe it's time to make a tutorial? Because a lot of people already don't like the role, and a huge learning curve like that only discourages new players from trying it.