[Ideas] To Create Better Strategic Diversity [Jungle Related]

Stacona·11/23/2014, 9:07:52 PM·1 votes·154 views

I will try to explain things the best I can as I go along; things that will be left alone are the essential idea of what the Smite Enchants do, the four stat enchantments, the season 5 Machete, Smite grants buffs on large monsters, low sustain for fast jungling...


Right now my ideas want to fix first dragon being too snowbally and the stacks 2,3,4 not feeling rewarding enough for the user; allow for a lot more junglers to jungle [mainly tanks] since health enchantment is really strong but doesn't help you clear so there needs to be a jungle item that helps tanks out that build the tank enchant; help out froggy and rocks to have their smite buff be good enough for the jungler wanting to smite these camps; allow for the jungler to have the option to choose to hard farm, gank a lot [after tier 2 jungle item], or counter jungle because right now junglers do a full clear and then have to gank and the enemy jungle cannot counter jungle because the spawn times are too long.




  1. The first thing to address is increase the small camps spawn timers to 2:05; this is a very unfortunate thing because I love the idea that the jungler can start at any of the six camps, but the sad news is that the small camps get exploited by the side lanes which you will see when things like LCS, LPL, OGN, etc. start up with the season 5 changes. So good idea on paper, bad execution due to side lane exploit of lower small camp spawn timers.

  2. Small camps respawn timers will be lowered back to 50 seconds and Smite cooldowns back to 40 seconds; if the champion Smites appear too strong then they will have 60 seconds cooldowns if you Smite a champion with them, but still 40 seconds against Minions/Monsters. This will allow for strategic planning to decide between wanting to set up your next play with deciding to Smite one of the small camps first to get their buff, do a camp or two (or clear wards if you smited chickens for oracles) and if you have a champion Smite then you can have a successful gank or you planned your next play for a successful invade. There are two changes too that will create more diversity I have in mind one for rocks and one for froggy that will aid in either killing dragon or defending against an invaded OR to help invading or to aid in ganks.

  3. The rocks Smite buff will be changed to be a defensive buff that will either grant bonus armour and magic resist equal to your total armour and magic resist, this will help weak early game junglers like tank junglers get back in the meta by a lot to help survive invades and have the CC for your team to collapse on and kill the invader. Our lovable froggy will have his Smite buff changed to a purely offensive one granting on-hit magic damage poison that deals both a X flat amount of damage over 3 seconds based on level and a X% amount of the target's maximum health based on your champion's bonus health, bonus attack damage, and ability power [ratios could look something like +1% max health damage per 500 bonus health, +1% per 100 bonus AD, and +1% per 100 AP] this again helps tank jungler clear better, but aids in offensive attacks of either ganking or invading with the extra damage; again this is all over 3 seconds poison duration.

  4. Now for jungle clear items (again season 5 Machete, Smite Upgrade [besides cooldowns lowered], and stat enchantments will be the same) I am bringing back the trio of jungle clear items and once you have one of these items [only one machete item at a time remember] you choose the Smite you want and can purchase your stats for it later on; all three items will give the same jungle sustain which grants basically no sustain for fast clears and REALLY benefits for slow clears giving that trade off of slower junglers remain healthy while fast junglers will really get beat up.

Spirit Stone: 25% increased damage to Monsters. Recover 7 health per second and 3 mana per second while in combat with Monsters; increases by +3 health per second and +2 mana per second for every second while in combat with Monsters.

Madred's Razors: 55 on-hit magic damage to Monsters; 20% bonus attack speed for 1.5 seconds while in combat with Monsters. Recover 7 health per second and 3 mana per second while in combat with Monsters; increases by +3 health per second and +2 mana per second for every second while in combat with Monsters.

Quill Coat: Monsters that attack you take 5% of their maximum health over 3 seconds (maximum 175 damage); take 15 less damage from Monsters. Recover 7 health per second and 3 mana per second while in combat with Monsters; increases by +3 health per second and +2 mana per second for every second while in combat with Monsters.

Quill Coat is the most needed here because it allows someone to build full tank [again tank junglers] and still clear decently well when build stats that do not help you jungle. Having the trio of items allows the player to have strategic diversity with champion select allowing you to literally play whoever you want since you get all three of the clear that benefits your champion the most, the smite that grants you want you want the most, and the stats that both your champion needs and what calls for the game the most with the four stat enchantments and four Smite upgrades.

5, Dragon right now it is a little bit too snowbally with the +8% AD and AP and the next 3 stacks do not feel like you gain anything until the 5th dragon with the duration buff. Splitting up the AD and AP bonuses to something like +3% AD and AP per Dragon [total of +12% AD and AP with 4 dragons] and doubles for 180 seconds with 5th dragon with the on-hit true damage burn will grant Dragons to be an investment after multiple dragons and less about snowballing after one dragon. Remember Attack Damage and Ability Power will help you clear minion waves, the jungle, and destroy structures.




Hope you appreciate the ideas! Thank-you for your time! ~ Stacona

tl:dr : a hybrid of season 4 and season 5 will create the best jungle, create the highest champion diversity, and strategic diversity that any jungle ever has had in the past and allow for the most viable strategies you can come up with and brain storm. The highest amount of customization will come with these ideas and create the jungler to be the master strategist and play a chess game while still playing league to plan his moves ahead of time, even many moves ahead of time, and try to outwit and outsmart his opponent!

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