Season 5 - Make Counterjungling more Rewarding

FFS All is OP·10/1/2014, 3:44:54 AM·1 votes·459 views

It seems like counterjungling was deemphasized a lot since S2. The game would be better balanced if it moved closer to that direction again. Right now, there's a high risk and low reward when you counterjungle someone because of all the trinket wards and because you can't do enough economic damage to justify the risk.

The jungling/counterjungling game is the best part of being a jungler. It's a game of cat and mouse. It's a mind game of where you'll invade and which buff they'll start at. E.G. You are a jungler that uses mana against a shaco so you expect an invade at your red at level 2 so you start red yourself. But you know this and shaco knows this so maybe he meets you at your blue. And these little things can go on throughout a game which makes it exciting.

Anyway, with counterjungling being as weak as it is, it ends up letting some of the worse dueling junglers get out of hand in solo queue like rammus and amumu. They'd be much easier to keep in check if there was either more reward for counterjungling someone or more invade paths.

An easy fix would be to remove the walls behind baron/dragon and make them more of a 'pit' where you can't see in or out unless you are inside except for wards. That would open another gank path for either team which makes jungling as a whole more risky which makes it more exciting.

So, thoughts?

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