Stopping Side Lane Jungling Early and Smites [Concepts]

Stacona··1 votes·628 views

These concepts will grant passives to Smite and introduce three different Smites (and Machetes based on Smite) while still in champion select, all three Smites will act as the same spell so someone cannot take a Smite in both spell slots. Monster EXP and Gold will be reduced to 60% as well of what it currently is, while Smite gains a passive to grant 100% increased EXP and Gold (this will be 40% less rewards for non-Smite users and 20% more rewards for Smite users when killing Monsters; the buff to junglers only is to make junglers feel like they are more on par with a solo laner helping out more gold reliant tanks and damage dealers here). The Smite passive will aid greatly in jungler clear and you will purchase a Machete to add the sustain portion based on the Smite of choice (better sustain = no potions unless you go deep in utility tree); Tier 2 Machete will buff both the jungler clear on the Smite and sustain on the Machete while still granting the same 4 Smite choices and purchasable stat enchantments for the upgraded Machete. Also the Monster difficulty (hurts more) will be increased making it for the Smite user is the only one that can actually jungle early, on top of reduced rewards for non-Smite users. This should stop side-lane exploiting, if not then small camps need to be increased to 2:05 spawn times. All stat enchantments total cost remains at 2250g.


Spirit's Smite: Passive: Deal 15% increased physical and magic damage to Monsters. Monster Experience Points and Gold gained is increased by 100%.

Active: Unchanged

Spirit's Machete: Cost: Spirit's Smite + 475g Passive: Restore 5% Health and 3% Mana based on damage dealt to Monsters.

[Enchanced Smite's Name] Spirit's Smite: Cost: Spirit's Machete + 325g (800g total) Passive: Restore 10% Health and 6% Mana based on damage dealt to Monsters. Deal an additional 15% increased physical and magic damage to Monsters.


Madred's Smite: Passive: Deal 60 on-hit magic damage to Monsters. Monster Experience Points and Gold gained is increased by 100%.

Active: Unchanged

Madred's Machete: Cost: Madred's Smite + 475g Passive: Restore 10 Health and 5 Mana on-hit against Monsters.

[Enchanced Smite's Name] Madred's Smite: Cost: Madred's Machete + 325g (800g total) Passive: Restore 14 Health and 7 Mana on-hit against Monsters. Deal an additional 40 on-hit magic damage to Monsters.


Quill's Smite: Passive: Monsters that attack you take 5% of their maximum health over 3 seconds (minimum damage 40 per second; maximum damage 120 per second); this effect cannot execute Monsters. Monster Experience Points and Gold gained is increased by 100%.

Active: Unchanged

Quill's Machete: Cost: Quill's Smite + 475g Passive: Restore 6 Health and 3 Mana per second while in combat with Monsters; increases by 4 Health and 2 Mana for every second you are in combat with Monsters; resets when you leave combat with Monsters.

[Enchanced Smite's Name] Quill's Smite: Cost: Quill's Machete + 325g (800g total) Passive: Restore 10 Health and 5 Mana per second while in combat Monsters; increases by 5 Health and 3 Mana for every second you are in combat with Monsters; resets when you leave combat with Monsters. Minimum damage against attacking Monsters increased to 60 per second; maximum damage increased to 180 per second.


The better jungle clear and sustain is to compensate for stronger Monsters that hurt a lot more which is to help prevent side lanes kill the small monsters to gain an advantage as well as reducing the rewards for users that do not own Smite.

~ Stacona

3 Comments

ProfDrDeath1 votes

No.

A) The old jungle item's passives are not coming back. Basta.

B) Point of the different varieties of Smite being tied to in-game purchases is the adaptability it gives to you - you can opt into your respective jungle item depending on the game flow and situational needs, instead of being focused onto a single, predetermined path.

Stacona1 votes

The jungle clear goes with you champion, there is no changing this based on the game because PvE is ALWAYS the same every game - the smite enchancements and stats are still options you can buy later since this can be PvP related (expecially the champion smites and stat enchantments)

Stacona1 votes

,

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