@Repertoir An Idea for Jungle buffs

Electro522··1 votes·205 views

You've been talking quite a bit on the jungle recently in one of the threads on the front page, and I would make a response, but, I think this warrants a thread of it's own......so here we are!

I don't think the problems you guys have with the jungle are clear speeds, and healthiness of junglers when they gank..........instead, I believe it actually boils down to both Red and Blue buff.

Remember when Dragon was changed right after the Visual Update for SR went out? It went from nothing but a gold producer to its Pre-elemental form. You guys did this to make taking dragon far more interesting, and able to be useful in all stages of the game. Elemental Dragons were than added in order for Dragons to have an even larger impact on the game.

I believe that Red and Blue buff pose a similar problem to what the old, old dragon posed. They are nothing more than stat bonuses that make junglers SUPER dominant in the early game........but almost useless come mid to late.

So...this is what I would suggest:

  • First, move the current stat bonuses that each buff gives to the jungle items. item 1041 Hunter's Machete would get Red Buff's health regen, and item 1039 Hunter's Talisman gets a buff to it's mana regen, and some CDR.
  • The upgraded jungle items would get both, albeit both stats would be considerably weaker than what the buffs currently provide, since the junglers would have them all the time.
  • These stat bonuses would only be available in the jungle (and possibly in your own base), similar to how Hunter's Talisman works, so as to avoid laners abusing the items. That said, this would make junglers disproportionately strong in the jungle, and weak out of it. So, you could possibly add in a passive that grants the stat bonuses after a certain time limit (say 15 - 20 minutes) for a period of time after killing a jungle creep.
  • Then come the changes to the buffs themselves......and I believe Red Buff is already almost there. Increase the damage the burn does, and also increase either the slow or slow duration (I would recommend the slow duration). To make the buff even more interesting, however, I would also recommend adding a unique passive that blows out a ring of fire, and applies the burn and slow to every enemy around the jungler after they use an ability. This passive would have a cooldown of maybe a minute, so as not to make Red buff OP.
  • As for blue buff...it's a bit more tricky since right now it gives nothing more than stats. However, I figured that since Red Buff is already quite naturally offensive......why not blue buff be naturally defensive (this makes sense thematically, since you're killing a stone golem)? Give blue buff a regenerating shield (like Targon's old passive) that has a set smount (it would be the same on anyone who uses it). While this shield is active, anyone who attacks the user gets reduced attack speed (similar to how item 3082 Warden's Mail works). If this shield is to break, it explodes, providing a very small knockback in a generous area around the user (the explosion will deal no damage).

All of these changes would not only make both buffs FAR more interesting and fun to use, but should also give you plenty more levers to balance jungle correctly. We don't need to nerf or buff the clear of junglers, or the stats on jungle items.......we just need the jungle to be more interesting than it is.

6 Comments

Rewt1 votes

Im getting real sick of them reworking the jungle to make it "more interesting" the jungle isnt supposed to be interesting. Its purpose is a place where junglers can farm in between ganking. Thats its purpose. The buffs are there so that the jungler can stat stick his way through those camps early and make effective ganks.

Them removing smite buffs was the best thing they had done in seasons

Electro5221 votes

I'm sorry, then you're of the minority here. If I recall, people were sad to see smite buffs go away.

I'm also not proposing any kind of experience or gold changes......just changes to the buffs themselves. I understand that the health regen and mana regen is important for most junglers just to get through the jungle, which is why I proposed that the stat buffs be moved to the jungle items. Yes, junglers would still take a hit from the stat buffs begin overall weaker than they are now, but the stat sticks are still there.

Rewt1 votes

First and foremost. The jungle in its current state has lead to some of the greatest jungle diversity the game has ever seen. I see no reason to change this.

another huge problem with your proposed changes is that now the only reason to ever take blue is if you are a tank. If the shield is big enough that it matters to a carry then its gonna be OP. the buffs stop being team buffs. they become jungler always takes because no one else really makes use of them buffs.

There is absolutely no reason to make these changes.

Season 7 and 8 have been a return to form for the jungle. Making it more like the S3 jungle and thats a good thing. We should stay on that path. not the S5 path that made the jungle a minigame instead of a defined role.

Electro5221 votes

{quoted}

First and foremost. The jungle in its current state has lead to some of the greatest jungle diversity the game has ever seen. I see no reason to change this.

And I'm not trying to change the diversity. People are asking for jungle to be less dominant in the early game, and more useful mid to late.....this is what my goal is with these changes.

another huge problem with your proposed changes is that now the only reason to ever take blue is if you are a tank. If the shield is big enough that it matters to a carry then its gonna be OP. the buffs stop being team buffs. they become jungler always takes because no one else really makes use of them buffs.

Actually, I specifically designed Blue to not be used on tanks. The shield would have a flat amount, and would add a negligible amount of health onto them. Would they still use it? Of course, but think of an assassin or control mage with it. As for Red buff, yes, junglers will primarily take it since most good junglers have some sort of engage. But, the slow and burn is still there, which ADCs currently love, and the AoE could be used on the likes of assassins, and bruiser top laners (think of Garen or Irelia with that buff).

There is absolutely no reason to make these changes.

See above. People want jungle to be less dominant in the early game.

Season 7 and 8 have been a return to form for the jungle. Making it more like the S3 jungle and thats a good thing. We should stay on that path. not the S5 path that made the jungle a minigame instead of a defined role.

None of my changes make jungle a mini game.......in fact, I would argue that smite buffs weren't a mini game either. They were meant to provide options for every type of jungler.......and the only type of jungler that got any real benefit out it were tank junglers (due to Gromp) and warrior junglers (due to Krugs).

AirKingNeo1 votes

why does jungle need a buff?

Electro5221 votes

I wouldn't consider it a buff, it's a redistribution of power that way it can be balanced more easily. If anything, what I propose is a flat nerf to most junglers.

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