Jungle and Ward Item Ideas. Hopefully Riot see this. If not, just my opinion please don't hate.
Explanation I was watching one of stonewall's youtube videos one day when he was talking about how flawed the jungle items had become after riot had made some changes to them. And by the end of this thread I will be talking about my ideas of the changes on ward items/sight stone.
In the video, stonewall explained that all jungle item should have 2 separate identities for 3 different groups (AD, AP, Tanks). With 3 different starting items which can be build into the same "jungle" item. Within the video he explains this, but I just want to go more in-dept because I think its a great idea. To go forward with his idea as the base, I want to see how the community/riot will think about them.
For example (explained within his video): First of all I just want to say that poacher is useless when we already have trailblazer(which help clear faster when counterjungling) and skirmisher(help fight in the enemy jungle). Unless poacher increase the smite damage on monsters as well then poacher is basically fall inferior compared to the other smite upgrade in terms of counter jungling.
I remade this entire post to clean it up a bit and made it easier to navigate.
By the way if anyone want to check out my other ideas, here is the link : http://boards.na.leagueoflegends.com/en/c/gameplay-balance/JOl0EJG2-nashor-tooth-essense-reaver-rank-game-structure-changes-i-think-may-help-just-my-opinion .
**READ THROUGH ALL THE ITEM STATS AND INFORMATION THOROUGHLY ** Note: My ideas are similiar but different from stonewall's (the video above).
Spirit Stone Rebirth
Spirit Stone: Cost: 400 (built from - nothing) Stat: 15+ gold upon killing large monster. Unique Passive: Against monsters, deal 10% bonus damage and restore 5% of damage dealt as health and 3% as mana.
Upgraded Smite (Spirit Stone): Cost: 850 (built from Spirit Stone) Stat: 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 10% bonus damage and restore 5% of damage dealt as health and 3% as mana. Deal an X amount of damage (base on x %AP) on hit and reduce non ultimate spells by 0.5 per autoattacks.
Magus: Cost: 2250 (built from Upgraded Smite+Fiendex Condex) Stat: 80AP 20%CDR 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 20% bonus damage and restore 6% of damage dealt as health and 5% as mana. Deal an X amount of damage (base on x %AP) on hit and reduce all spells by 1 per autoattacks.
Runeglaive: Cost: 2250 (built from Upgraded Smite+Sheen) Stat: 55AP 10%CDR 200Mana 30+ gold upon killing a large monster. Unique Passive - Against monsters, deal 20% bonus damage and restore 6% of damage dealt as health and 5% as mana. When auto attacking a monster, deal an X amount of damage (base on X %AP) on hit and reduce non ultimate spells by 0.5 per autoattacks. After using an ability, your next basic attack deals 100% base AD + (30% AP) as bonus magic damage. And increase champion's attackspeed by 40% after proc for 2.5 seconds. Versus monsters, the empowered attack will also restore 8% of your missing mana and bonus AOE magic damage.
::: That we should bring back "Spirit Stone" as the starter for "AP junglers" { http://leagueoflegends.wikia.com/wiki/Spirit_Stone }, that will be built into the jungle(smite) item along with hunter machete. Unlike the previous version of Spirit Stone, I say make it a stand alone item that is built from nothing. [Changed] 700g to 400g Since AP junglers needs a way to have their AA to have some kind of value to them to become decently viable_, stonewall thought of the idea to having their CD reduced per AA when hitting a monster. My idea is that every AA against monster should also deal a SMALL percentage of magic damage by off AP AND reduced the CD on spells by 0.5s per AA. This way AP jungler has a way to sustain damage while value the AA to decrease the CD on their spells (which makes their jungle clears alittle bit easier). With the reduced CD even "Tear of the Goddess" Junglers might even become more viable.
Quill Coat Rebirth
Quill Coat: Cost: 400 (built from - nothing) Stat: 15+ gold upon killing a large monster. Unique Passive: You gain 30 HP/5 and 15 MP/5 for 5 seconds whenever you take damage from a monster. Shield (120) that persist everytime champion returns to base/fountain, shield only procs/activates when attacked by an enemy champion. When shield is broken the champion recieve a 6% movement speed increase.
Upgraded Smite (Quill Coat): Cost: 850 (built from Quill Coat) Stat: 30+ gold upon killing a large monster. Unique Passive - You gain 40 HP/5 and 25 MP/5 for 5 seconds whenever you take damage from a monster. Shield (150) that persist everytime champion returns to base/fountain, shield only procs/activates when attacked by an enemy champion. When shield is broken champion recieve a 6% movement speed increase and an AOE slow around them for 1.5 second. Every 4th auto attack against monsters deals X damage base off champion max %HP.
CinderHulk Cost: 2250 (built from Upgraded Smite+Bami's Cinder) Stat: 300HP +30% Bonus HP 30+ gold upon killing a large monster. Unique Passive - You gain 50 HP/5 and 35 MP/5 for 5 seconds whenever you take damage from a monster. Every 4th auto attack against monsters deals X damage base off champion max %HP. Deals 15 + (0.5 × level) magic damage per second to nearby enemies. Deals 100% more damage against monsters.
Juggernaut Cost: 2250 (built from Upgraded Smite+Kindlegem) Stat: 400HP 30%Tenacity 15%CDR 30+ gold upon killing a large monster. Unique Passive - You gain 45 HP/5 and 30 MP/5 for 5 seconds whenever you take damage from a monster. 85+ MS when not in combat (against champions). Every 4th auto attack against monsters deals X damage base off champion max %HP. Active: Place a ward for 120 seconds. Stacks of 2 charges every 185s.
::: Quill Coat will make tanks jungler more viable in the early game because their AA are insignificant { http://leagueoflegends.wikia.com/wiki/Quill_Coat }. Giving the tank junglers a way of sustain when being attacked over attacking. [Change] 700g - 400g. Removing the armor component and thornmail effect (because of the reduce cost), replace it with_ a shield every time the champion backs to base that can only be proc when attacked by an enemy champion and that every 4th AA will do damage base on champion MAX HP_ against monsters only. This way tank junglers are_ less prone to invasion_ while keeping decent damage to monsters with their AA when building HP. Keeping the shield UNTIL the smite item is upgraded to its final form. With these changes, tank junglers will be more viable because players have attack speed marks with tank junglers anyway which compliment the new passive. They will also have a more vary path in terms of jungle items. Suiting it to their gamestyle and game enivorment (what they are up against). Tank junglers like (tank) Udyr and Maokai would rather have the Tenacity and MS because they already clear the jungle pretty well. Or you can have Volibear who wants ALOT of HP to do more damage with CinderHulk.
Sated Devourer Changes
Sated Devourer Cost: 2250 Requirement: 20 monster stacks Stat: 50% Attackspeed 20+ On hit TRUE damage 30+ gold upon killing a large monster. Unique Passive - Every other basic attack will trigger a phantom attack that triggers all on hit effect a second time. Deals 45 magic damage to monsters on hit over 2 seconds and gain 10 Health Regen and 5 Mana Regen per second in combat with monsters.
::: Now in general talk about jungle items, I think Sated Devourer is too strong atm, the fact that it does a total of 60 magic on hit on every AA makes it ridiculous if you add in all the other champions that can use it. I think it needs a small nerf/buff reducing the stacks to 20 so they it makes it faster for the jungle to stack them while keeping the damage minimal so its easier to handle them (40 magic damage on hit on every AA). When we have champions like Kayle, Shyvana, Udyr, Master Yi with this new item, giving them an EXTRA 30 magic damage on every AA is a bit much imo since they already have good attack speed with decent burst (not to mention they are good tank killers). Reducing it to 20 extra magic damage on every AA will help keep their damage in check while giving them have a faster powerspike. But to make it still viable against tanks, instead of 20 extra magic damage.. convert it to TRUE damage instead (unless that is too strong).
Ward Item/Sight Stone Buff
Ruby Sight Stone Cost: 2050 (build from Emerald SightStone + Ruby Crystal) Stat: 650 HP Unique Passive - Holds 6 charges and refills upon visiting the shop. Active: Consumes a charge to place a Sight Ward item. Sight Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time. Active: Double right click on a Sight Ward will convert it into a Vision Ward(cost 50g per conversion, converting another sight ward will destroy the previous conversion).
Emerald SightStone The current live Ruby Sightstone.
::: I see a lot of support these days having that one item slot always being open, and they can never finish their 6th item. The reason they have to do this is because they always need space to provide the team with a pink ward. I find this absurd (wildly unreasonable), players should have the choice and pleasure of building that 6th item either to help themselves or their team. I see a way around this by having an upgrade to the Sight Stone(s). Changing it to Sight Stone - Emerald Sight Stone - Ruby Sight Stone._ Change the name of current Ruby into Emerald_ and have it upgrade into a NEW Ruby Sightstone with {stats} 650 HP Hold 6 charges of Wards and the option to upgrade a sight ward INTO a VISION ward for 450 GOLD. The way this works is when you place a sight ward down, you can double right click the ward and turn it into A VISON/PINK WARD instead FOR 50 gold per upgraded greens to pinks. Having this one called Ruby because it can place a pink ward (which is close to ruby) and emerald because you can place more green(emerald) wards. This way supports can buy a late game 6th item without worrying about not having pink wards.
The Pink Trinket will still be viable because most support goes Sweeper anyways and Top or Mid Laner can always purchase the pink trinket if they are needed instead of buying pinks for 100 gold every time.
Conclusion Well these are my thoughts on these situation, having the jungle items ideas based on the ideas of stonewall which I will include his link here and on the link above. I wonder what your (community) thoughts on these ideas and if you want to help, upvote and hopefully HOPEFULLY a rioter see this and give us their thoughts on this idea.
https://www.youtube.com/watch?v=zWJnA8VkAsE
You guys should check out his youtube channel, he is very passionate about the role of the jungle and always have ideas to how to improve or his thoughts on the jungle each season.
could apply lizard elder's true dmg on his ad spells. They were not forced to get smite to equip a jungle item either. you would think they would have been more common in lane then. But at 2000 gold they were a bit underwhelming stat wise compared to alternatives.
Back then you could still see someone like shaco not even bother getting machete and start doran blade and rush hydra to clear faster. (this made his early ganks really strong, hence the changes to the jungle being near impossible to clear without machete early game and the desire to force champions to get smite to buy machete)
for example would just sell a mini magus instead of upgrading it into runeglaive and use an item that suits him.
or
would never have to back because they get all the health sustain they need from their spells, and they can infinitely sustain them too.
already has some of the fastest clear speeds in the entire game despite not having much power in his auto attacks, and with CDR every auto attack he would be significantly faster than any other champion in the entire game.
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, and
). I'm not even sure all of those champions would be viable in the jungle with the new Spirit Stone, as either its numbers would have to be so low to not be abused that few champions would be able to use it or its numbers would have to be tuned so that many could use it but would have a few abuse cases that would singlehandedly define the jungle meta like Cinderhulk did during the recent tank meta.