[{quoted}](name=Ark Angel HFB,realm=NA,application-id=3ErqAdtq,discussion-id=Up4lRGmr,comment-id=0006000200000000,timestamp=2018-04-20T17:48:06.578+0000)
Farming in the jungle should be a risk...
That is the fucking problem.
It should be a risk of you spending HP and Mana to take the camp, and the reward should be in line.
But since the camp has no risk... and takes very long to come back.
There is not risk AND little reward so people have pretty much stopped doing it as a main play style.
You can win a game by ganking as a jungle, you can't win a game by taking every camp as it spawns and all the dragons during laning... that is a problem.
The current early game jungle is the most dangerous it's ever been. It's actually so dangerous that smite now has a healing factor; something which was never needed prior to the current camp tuning.
Beyond that, we've actually had what you're asking to before; a jungle which beats the absolute snot out of champions early game, and doesn't give them any powerful tools (Talisman / machete / smite heal) to recover from it. The problem is that this sort of jungle amplifies the problem I mentioned, and heavily favors invades.
When this has happened before, the entry bar has been inordinately high. Primarily because said bar was "Can you survive the Elise / Lee / Vi meeting you at your second buff camp?"
If the answer was no then thanks but no thanks; you simply weren't a viable jungler. Anywhere. You were not welcome because the power picks were SO powerful that they'd clear their jungle, clear yours, and kill you into the bargain.
Furthermore: Jungling shouldn't be a pve ordeal, because that's boring as shit. Making camps too dangerous - regardless of reward - means that the best junglers are the ones who kill the enemy jungler, which is the wrong way to move things because it makes the viable pool extremely small.
The ultimate reality, and the one which most of the lazy players on Boards won't like, is that we've actually never had a better jungle than we do now. This one has a (decent) balance between encouraging you to clear it and farm it, but also not letting you afk farm. It also hurts and taxes junglers enough that invades are possible (depending on MU) and you're not always healthy enough to gank.
The primary negatives are death timers, tower weakness, and how mind-blowing fast ADC's hit their insane power spikes. This takes the jungler role and warps it to basically being a second support; get a little action in top lane early on, then center every single decision you make on botlane. Successful lane sweeps around the 7 - 10 minute mark easily lead into a first tower (this isn't the jungler's fault; it's Riot's fault to making towers so squishy) at which point the early game officially ends and mid game rolls around.
Most issues with 'junglers' right now are bleed over from ADC's and towers, because Jungler's are uniquely effected the strength of every objective, and laner, on the map.