Buff to warrior enchantment?
It almost makes the jungle upgrade a waste of space for certain AD junglers. All other jungle enchantments (especially the tank one) seem so much better.
It almost makes the jungle upgrade a waste of space for certain AD junglers. All other jungle enchantments (especially the tank one) seem so much better.
I'm sorry but there is nothing wrong with Warrior.
Neither do I, but I do have a varying opinion on the matter. If you look at the jungle enchantments it seems like their way of designing them is split.
On one side we have the cinderhulk and ... whatever that purple one is (I only play tanks even before the buffs) that have passives and only decent stat boosts, and the other with the magnus and warrior that have slightly better stat boosts. While personally they are balanced out, I do feel like the cinderhulk gives a major early advantage due to the passive, and the purple one has a large late game advantage due to its passive. Because of this, the warrior and magnus are simply outshined, so I came up with an idea. Seeing as the cinderhulk is basically a smaller version of the sunfire cape, prehaps the other jungler items (outside of that purple one) should lower their stat power to add similar passives to their items. For example, maybe the warrior could be altered to make it have either a weaker ghostblade effect or a weaker black cleaver effect, but then lower the natural ad it had to compensate.
I know I am probably very wrong on this, but that is just my opinion as someone who is super scrubby.
The ad on warrior is already pretty low, and a last whisper costs only 50 more gold and gives the same ad and 30% armor pen rather than 10 flat and 10% cdr. Magus Is also basically a morello without mana regen when out of combat with jg creatures. Both items should have at least something unique about them that help scale into late game like the other 2 jungler items.
Cinderhulk: has 25% bonus health,
Devourer: Stacks to scale in damage, however it honestly needs a buff desperately. Feral flare had 12 ad, 30% attack speed, health on hit, 25 magic damage on it, a huge % increase damage against monsters for faster clears, 30% increased gold from monsters, it could be gained by 9 - 13 min (~11 minutes average), and camps respawned every 50 seconds. Feral flare was just better in every way from base stats alone, along with scaling better, and even then it was mostly agreed that feral flare was mediocre at best.
Now you can get devourer by 7 - 10 minutes (~8:30 on average) but only get half the stacks/minute due to double jungle respawn timers (unless you're farming champions, which you shouldn't be since most devourer junglers have low pressure early games/mediocre mid games). Devourer should just be reverted to feral flare but instead of stacking wriggles you just buy flare and keep the current gold passive of devourer (30 gold extra/camp). Devourer should offer sustain, faster clears from more than just the attack speed and on hit damage it gives (the % damage), and some base AD.
As for the changes, warrior and magus shouldn't be strong late game must not sell items, but they should transition well into the mid game. Why would you want warrior or magus over any other ad/ap item mid game? Or at all? It's mostly for the jungler passive to help get by. In fact many people didn't even buy magus in the jungle on champs like fiddlesticks until the gold passive kind of forced you to. So I think it's important to focus on giving them both more utility rather than raw damage.
Maybe warrior could have a weak slow (like 8 - 15% on hit) and magus could be given an athenes like passive (still building out of codex) that returns 30% mana on champion kills/assists (2% missing mana could be too op).
tl;dr at least the line above^