Tank junglers
How can we make them more viable?
Can we get a brainstorming thread going? Toss out your ideas, upvote the ideas you like, meld ideas from two people together into one, etc, but try not to make suggestions that are too unreasonable. Like buffing their flat damages or ratios. Think outside the box.
One idea I'm sort of toying with is giving the Jungle items, maybe even specifically the Juggernaut or Rangers Trailblazer, a Damage amplification effect after applying a Hard CC. No soft CC stuff. This gives tank junglers a reason to keep the jungle enchant made for them, rather than just defaulting to chilling smite after they're ready to complete the final jungler item.
Lets say for example Nautilus ganks a lane with a complete Juggernaut with trailblazer or just a Trailblazer enchant. The item enhances ally damage on hard cc'd enemies by lets say 15% for the next 4 seconds after they are CC'd. So he roots the enemy, hits them with his ult, and his ally is able to get the kill easier.
Or a Sejuani lands a 5 man ult. All enemies are now tagged with 15% extra damage taken from the Tank Jungler's allies, but not the jungler itself.
Something has to be done about Tank Junglers weakness in early skirmishes. If you flat out buff the junglers own damage, it becomes a problem, it has in the past. Perhaps giving them a way to enhance allies damage vs enemies would help that?
What about the other way around, hitting an enemy with a Hard CC makes them deal 15% less damage to allies for x seconds, but not the jungler himself? I kinda feel like this one may be too powerful though.
I dunno, just keep tossing out ideas guys.