7.2 Jungle nerfs, items need to be adjusted too
Season 7 saw the removal of smite buffs and increased timers. 7.1 saw nerfs to jungle experience. 7.2 even further nerfs to the jungle timer, more damage and less sustain
All of these have been broad nerfs to the entire jungle without any thought on the junglers. Top tier junglers remain top tier because their kit is largely AD with AoE, strong ST and sustain while the tank and AP junglers continue to get shit on with these across the board changes in attempt to slow down the strong junglers, it slows down the junglers under tier 1 even more.
They really need to address the different jungler types of AD/AP users, and ganker vs counter jungler vs heavy farmers, yet all these changes are as a result of fast clearing AD gankers.
If they really want to pinpoint problems they need to make changes to the jungle item enchantments which the different jungle champ types use. Smite on champ is also so strong that it's almost a waste to use on camps, so solving 2 issues at once with something like:
Runic Echoes Enchantment - Smite on large monster restores x% mana. AP junglers after clearing have low mana for ganks which is why AD champs are so much stronger right now.
Cinderhulk Enchantment - Smite on large monster increases the immolate passive damage on non champions by x% for a set amount of time. Cinderhulk users are largely tanks who have some of the lowest clear speeds out there right now and fall far behind from AD assassin/fighters who can burst their camps super quick then gank. This will help them catch up with clear speed
Bloodrazor Enchantment - Users of this have some pretty strong junglers out there for a few champs (Shyvana) but not so much for some others (Trynd). The issue auto attackers have is the lack of AoE to clear raptors or krugs. Smite on large monster provides a small radius cleave damage for x# of time against non champs.
Warrior Enchantment - Users of this are the strongest jungler types out there right now being AD casters for high ST/AoE damage clearing with strong AAs. They dont really need anything on top, but wouldnt be fair to get nothing. Maybe something like autos add burn damage to monsters, so heavy AD casters can get a small buff to autos.
Increase the gold to finish the jungle item by ~100g-150g? for this extra buff and to slightly delay further items so you dont have a jungler with something like
at 12 minutes ganking you, but wouldn't have the dirk completed yet. IMO this is the proper way to delay early-mid jungle power rather than screwing with jungle timers and monster exp & power
who have godly single target, AoE and sustain without directly touching them and hammering all the other junglers in the process
especially if they give their 2nd blue to the midlaner. If you dont give your buff while the other side does your midlaner is going to take a beating
) Even Vi sometimes goes for warriors first depending on their needs or if they decide to skip tri force. Lee delays it since he opts for damage first before spending it on the ward jg item because he's paying for utility over kills but these are the outliers and also top tier right now