Have jungle camps do mixed damage
An easy and interesting way to mix up the jungle for preseason that puts more weight into the choice of runes and masteries for junglers.
An easy and interesting way to mix up the jungle for preseason that puts more weight into the choice of runes and masteries for junglers.
This is such a bad idea it's not even funny.
You can name the tread "Force junglers to take MR runes and fck up AP/Tank junglers even more cause they don't already have it bad"
Junglers already feel required to take armor runes, this change would give junglers more freedom to chose between slower but healthier clears or faster but riskier clears or some mix of 2 that personally satisfies the player. MR will also have value in the jungle instead being viewed as sub optimal stat for jungling as it currently is.
Junglers already feel required to take armor runes, this change would give junglers more freedom to chose between slower but healthier clears or faster but riskier clears or some mix of 2 that personally satisfies the player. MR will also have value in the jungle instead being viewed as sub optimal stat for jungling as it currently is.
Really, that would only muddle their options, Considering that Junglers are going to have to focus on so may other factors, such as what camp to start at, and where to gank first. They really don't want to think that far into optimizing their Rune pages. (Which we only get so many of and can't change them in champ select.) But if you wanted reason, to Build MR on a Jungler, try an enemy Nid, Elise, or even Gragas. Do you want to be able to survive them if your invaded?
Also, Clears really arn't negotiable. Faster clears means an XP advantage, as well as the ability to gank sooner.
That's assuming your going to be invaded, if not then the MR has is has no use in the jungle. The trade off for a faster clear/XP advantage means your ability to gank will be weaker and the chance of being picked off/invaded more likely to succeed IMO. Also Riot said they wanted to do some changes with the rune system this would be a great time to implement a change there that could work this idea.
Mixing it up for the sake of mixing it up ain't good.
If you want a solid reason then, how about balancing the inherit value of MR in comparison to armor and health for the jungle.
Dude the idea is bad.
Turrets do physical damage, Minions do physical damage, Baron and dragon do physical damage and that is why monsters also do physical damage.
There are a lot more tank options for armor and less for MR. It is for a reason!
If your suggestion comes true it will mess up the jungle really badly and hurt all the AP/Tank junglers who rely on getting CDR or AP in their glyphs to have competitive clears.
Affected detrimentally will also be all the ranged junglers (nidalee, kindred and etc.) because they have 30 MR but don;t gain any on level up cause riot decided only melee champs get MR on level.
Well that's why I said the preseason to have to time to adjust factors to make this a healthy change. Personally I want caster minions to do magic damage since you know they are casters and having a healthy mix of magic and physical damage from neutral creatures is fair instead of the inherit value that armor has early on over MR. The health growth/base health of jungle camps could lowered to accommodate the mr addition to camps. Essentially what I want is to give a reason for junglers to take MR instead of just because the enemy team does magic damage so I'm taking MR even if it has no use for the jungle it's self.