When autofill is constantly filling Support players to Jungle, you know something's wrong (Not Rant)
Reasons include
- Camps' lack of EXP & Gold lead to ganks & kills being the only way to stay viable throughout a match. This makes farming junglers worthless.
- Vast champion imbalance leads to cases where you cannot contest the opposing, 'meta' jungler because they picked something the meta's slightly more in favor of. This makes any kind of skill expression, be it from counter-jungling or counter-ganking, meaningless.
- Ganks being even more important now means that everyone, not just players in general, suffer. Junglers are forced to camp the weakest link or whomever relies on playmaking or aggression -- which, by the way, makes the optimal way to play EVEN MORE PASSIVE, which is the complete opposite of your intent here -- while the weakest link or playmaker/aggressor is forced to boringly sit around and wait until the opponent does something wrong, rather than organically coming up with strategies to exploit them.
- This also makes the game even more feast-or-famine where one playmaker is rendered useless because they can't make plays while the other, with their Gold/EXP bonus, can out-stat any kind of skill the opponent has to challenge 'em with. This leads to terrible 19/4/2 players who are, well, terrible but get the W anyway.
- The differences between the Jungle main & the autofill become vastly more apparent, as do the many balance discrepancies. This is the part that confuses me most: you are trying to hide the fact you're not balancing your game, but what you've done to the jungle goes against your own best interests in doing so. Balance is more obviously fucked than ever.
- The dragon changes have made the jungle one of the most important roles, but the EXP changes have made the jungle one of the least powerful statistically. I don't think I need to tell you why having a second support is a bad thing.
If you want to balance the jungle for everyone, start by
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making early camps worth a lot. Make them spawn later, just as well -- that way a leash isn't an automatic given & serves instead as a strategic choice between 100g and speeding your Jungler up on their way. With the changes to the worth of melee & cannon minions, this isn't a bad solution.
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vastly reducing the assist gold from kills, and slightly reducing the EXP from kills as well. Sure, this results in problems like Thresh "ADC" and Lucian "Support", but do you seriously believe that there's any skill to be had in just nuking the enemy ADC yourself? At least if assists were worth less, you'd be having to choose between giving your ADC a kill or taking the gold for yourself. In return, make bounties split among assists instead of giving (again) the champion with the greatest burst all of 1k gold to burst you harder with.
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(Unlikely, even if Riot has the common sense to make the above changes) reducing damage across the board, turning fights into 5-10 second sprawls where whomever is the most consistent is the victor, instead of whomever has the most raw stats or the best burst.