Season 5's new jungling scheme, thumbs up or thumbs down?

Master Yiseeks··1 votes·903 views

Title seems pretty straight forward, though rather generic.

I personally have nothing against it besides the dragon and neutral camps revamp. It just seems like unnecessary changes to a jungle that was fine. It's one of those "why fix what isn't broken" kind of feelings.

The only reason I say it needs more work is the massive itemization changes, in which items like feral flare, that lasted what, 3-4 months, is already being taken out and such. The same why-fix-what-isn't-broken is the idea here.

Personal opinions and nothing more.

What do you think?

5 Comments

DrCyanide5 votes

Title seems pretty straight forward, though rather generic.

You should probably include the link for those that haven't read up on it.

I personally have nothing against it besides the dragon and neutral camps revamp. It just seems like unnecessary changes to a jungle that was fine. It's one of those "why fix what isn't broken" kind of feelings.

I think the idea here is to make the "we'll trade dragon for a tower" decision more meaningful. Early on, the tower might be worth more (because of the gold), while later on the dragon might be worth more (because of the permanent buffs).

The change to smiting camps is very interesting, and I think it will make teams really think carefully about the jungle. I wouldn't be surprised if we start seeing some strategies that revolve around two people on a team having smite.

That all said, I think they will remove one of the sources of vision from the river. It just feels like a lot is focused there right now.

The only reason I say it needs more work is the massive itemization changes, in which items like feral flare, that lasted what, 3-4 months, is already being taken out and such. The same why-fix-what-isn't-broken is the idea here.

Feral flare doesn't deserve your pity. Quill coat does.

They are all being replaced because you only buy the jungle item that has the stats you want late game, instead of buying the jungle item that will help you be the best jungler possible. The new system makes it so you can add any stats you want to any jungle item. It means you actually have a choice in what item you get. It's a good move in my eyes.

Master Yiseeks1 votes

Good insight, DrCyanide.

So, in your opinion then, what will be the Feral Flare/Ancient Golem equivalents of s5?

I figured Hunter's Machete > Skirmisher > Slayer for Flare. Haven't really done the equation out for Ancient Golem yet.

TehNACHO2 votes

Thumbs up, but needs work.

Having very clear and defined Jungle items for very specific Jungle roles is a great idea, and altering Smite to further take advantage of those items is brilliant in my mind.

BUT, I'm only happy about the ideas as a whole. As for the execution, I am sincerely worried about some of the specific Smite upgrades and items. Specifics are different from a change as a whole, so overall, I say "thumbs up".

B3ER1 votes

I like the idea behind the smite enchantments and the different items you can build on top of them. This should create a lot of variability in who can jungle and who can't.

I do NOT in the slightest like that you can't gank after camps with how little HP you have left or with how late the buff camps spawn.

DrCyanide1 votes

I'm not a jungler, but I would think that Ancient Golem is most closely represented by Hunter's Machete > Ranger's Trailblazer > Juggernaught. Juggernaught gives Health and CDR, and Trailblazer gives splash damage/stuns to minions when you smite, which most closely immitates the bleeding effect of Ancient Golem.

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