Can we get some tweaks to improve jungle item parity?
TL:DR Give the on hit burn damage to monsters an AP ration. Give Juggernaut better clear. Remove components for enchants and have the enchants simply upgrade in steps (similar to viktors item). Longer reasoning for each below.
Two tweaks and one fairly big change.
Tweak 1: Give the on hit burn damage an AP ratio
- Reasoning: Right now AP champions are still pretty limited in the jungle, the notable exception being Fiddlesticks. There are a couple AP champions that perform okay (Morgana and Diana are two notable examples but again there are more). The primary issue that AP users have is their sustained damage is pretty bad, AD users often have both their abilities and their auto attacks improved by adding AD while AP users mostly get their abilities improved. This works out okay because typical AP champions have better AP ratios to make up for this, however early in the jungle the bulk of the damage from most champions comes from their auto attacks. So when an AD champion has 15 ad from runes, they get 15 AD every auto attack. When an AP champion has 15 AP from runes they get 15 damage every 5-10 seconds, and depending on masteries MAYBE 1 damage every auto attack. Adding an AP ratio to the auto attack burn resolves this difference at all stages in the jungle.
Tweak 2: Add something to Juggernaut to improve the clear of tank junglers.
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Reasoning: Prior jungle items had this for good reason, SotAG had 30% bonus damage to monsters compared to SotEL's 20%. This was changed to sapping barbs (5% of a monsters max health over 3 seconds). Bringing either of these bonuses or adding a new mechanic would help bring parity to the jungle items. Tank junglers have much slower clear speeds compared to damage junglers, which negatively impacts them in several ways. First longer combat time with monsters means more damage taken, this effectively eliminates a large portion of the advantage their jungle item provides (health). Second, the slow clear means using more abilities, resulting in more mana used. Third, the slow clear means less jungle camps cleared meaning less gold. The slow clear means more time in the jungle, meaning a damage jungler clearing the same exact path comes to lane to gank faster than the tank jungler, plus they have the same health, more mana, and more damage. Finally tank junglers scale horrible later in clearing the jungle, while a damage jungler clears a camp in a couple seconds, it still takes a long time for a tank jungler to clear the camp later in the game, resulting in them falling even further behind their damage counter parts.
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Early in the game this is not that big of a deal durability from tank masteries/runes is often comparable to the added damage of damage masteries and runes, however as soon as components for the enchant begin to be bought things go down hill for the tank jungler. So it really only needs to effect juggernaut users. This brings us to the bigger change.
Big change. Remove components for the Jungle enchants, and instead have them upgrade 2 (750g and 50% of the final stat value) or 3 times (500g and 33% of the final stat value).
- Reasoning: Warrior enchant has a big advantage over the other enchants because the initial components cost 360g compared to +400 gold, plus the stats for a longsword for the cost are simply superior in the jungle compared to any of the other three items. Examples of this, if a jungler backs with 400g, a warrior user buys a longsword and a pot. A juggernaut user has to decide if they want to wait so they can get potions and leave with a couple hundred gold in the bank, or buy something like boots, delaying the enchant, or they can simply buy a ruby crystal. So the warrior user walks out of base with 10 damage and 150 health, while the juggernaut user walks out with 150 health. Similarly if you compare a longsword to a tome or dagger, the difference is even worse, you miss out on a ward and/or potions due to the difference in cost for the components. Both potions and wards are exceptionally important for junglers early, potions allow for another camp cleared or a gank, while wards ensure safety or open opportunities. By have jungle items provide their jungle bonuses in steps you put the different junglers onto an equal footing in this regard.