Why are junglers being punished for holding lanes?

KillerShim·7/24/2018, 1:41:01 AM·66 votes·23,435 views

Just played a game where my mid lane Lux died to zed level 4, me having my red smite, I went to cover mid, and I have to say, getting 4 gold per caster minion is really pushing it on the context of "why even bother". I understand that funneling wasn't really fun to watch via competitive play, and could really snowball a game in about 10 minutes, but come on now. You're telling me that I'm going to be punished as a jungler because you couldn't come up with a legitimate way of breaking this funneling system?

At this point, I would rather just watch the mid tower fall to the ground if it means that I can stay relevant in the game, getting 12 gold total from the back line of minions in comparison to 100 gold from the scuttle crab is in no debate for me.

84 Comments

Blåbæret7/24/2018, 12:05:37 PM13 votes

Lmao, the balance team is so out of touch with their own game it's just unreal.

Novalas7/24/2018, 6:50:25 PM13 votes

We're exploring other options to alleviate the jungler pangs related to Monster Hunter. One option, which doesn't quite solve the holding waves issue, is that on takedown you receive normal gold from minions for 30 seconds.

Colton1477/24/2018, 2:32:57 AM4 votes

MasterYi

z63XnLCMwX7/24/2018, 1:46:06 AM3 votes

Because it prevents junglers from abusing lanes to get ahead in EXP. Just because you don't get gold doesn't mean you lose out. Letting your turret fall is the same as feeding your opponent half a kill. Would you be behind 50-60 gold or let that Talon have another 150 gold + cs advantage?

Oleandervine7/24/2018, 9:02:55 PM2 votes

Refer to this from Meddler. Someone pin it if necessary, it answers this thread.

**We're aiming to have a nerf to mid/jungle gold funneling in 8.14. It's an issue we've been looking at for a little while now, given it creates lanes without much interaction and putting two income streams on one champion produces a range of balance issues. We haven't been able to find a fix that's low enough on collateral damage to regular jungle play, low enough on disruption for a regular patch and that meets our design values, especially on things like intuitiveness and clarity. **

**We're at the point though where we don't think we should let the issue persist while we continue to work on those constraints. We'll be going with a temporary solution as a result that's pretty ugly on the intuitiveness/clarity side, with the intention of replacing it come preseason when it's more appropriate to make larger changes. That temporary solution is heavily reduced gold from lane minions if you have a T1 or T2 jungle item and have the most gold on your team. **

The Yetii Rider7/24/2018, 2:49:33 PM1 votes

All you have to do to get full gold is finish your jungle item. An incredibly efficient, super cheap final item that gives you a huge amount of power. It's not hard.