So, jungle items...
There's a TL;DR after the break.
Ever since jungling has been considered a consistent role that needs specialized itemization--basically, after Madred's Razors and Wriggle's Lantern went through their peaks and troughs--there has been a consistent problem with the role and its items.
It starts with the fact that jungle camps don't bring in the same income as minion waves. Yes, this is partly because of nerfs to jungle gold gain and respawn timers, but even back when it was a less prominent role, junglers didn't tend to keep up in gold gain with their laning teammates. That doesn't remain a problem all game, as junglers are expected to eventually stop farming camps and start roaming with the team, pushing lanes, and all those other team-related things that bring gold income. But, for early-game, junglers are usually set back in gold gain. And if the gold gain of jungle camps is buffed to be on par with laning, then it gives laners a huge incentive to sweep camps or steal buffs early-game.
To offset this, jungle items are strong for their costs. I mean, just look at the upgrades; after your chosen smite, you're paying 1400 gold for whichever upgrade you take.
is the least initially efficient, a base 71% efficiency before the passive, requiring you have at least 600 bonus health from other sources before it's naturally 100%. By that point, you have (900 * 1.25) = 1125 bonus HP. EDIT: Oh, and it also turns off the Sunfire aura if you aren't in combat, something people have always wanted.
is over 125% cost-efficient standing alone.
is over 133% cost-efficient standing alone.
is 150% cost-efficient, treating the on-hit magic damage as 20 gold per point, without stacks. After stacks, it's almost 193% efficient.
However, this creates a problem. These massively-efficient items exist for the junglers' benefit, because they don't earn gold very quickly early-game. But these items end up being used in the lane, making the power offset of these items far more obvious.
Health stackers took Cinderhulk. AS-scaling champs picked up Devourer. Sheen-proc AP champs were using Runeglaive. I have absolutely no doubts that the new design for Warrior (seen previously on the PBE, but not currently there) would be seen in the lane as well.
This happened with past iterations of jungle items, as well. So we end up with this same cycle of "Jungle's a weak role," > "New jungle buffs," > "Jungle buffs are being abused by non-junglers," > "Jungle buffs reverted or invalidated by nerfs," > rinse, dry, repeat.
Remember when the old Devourer had a monster kill requirement?
The old iteration of Devourer, called Feral Flare required you to get a certain number of large monster kills or champion kills/assists. Each one granted a stack, as long as you had Hunter's Machete, and once you hit 25-30, Wriggle's Lantern would become Feral Flare.
Why can't we put a similar limiter on all the jungle items, but specifically only counting large monster kills?
Wouldn't it make it harder for laners to abuse jungle items if they had to either cripple their own jungler or counter-jungle in order to build stacks? And if they took Smite, but didn't bother with a Hunter's Machete option until a point late enough in the game that they could just free-roam and farm all the camps in a few minutes, they've probably already won the game--with Smite taking up one of their precious summoner spells--because the other team isn't stopping them from roaming the whole map.
It also actually gives people a reason to consider counter-jungling as a strategy, to delay the enemy jungler's build.
Thoughts? Alternate ideas? Discussion is welcome, criticism is wonderful.