A rework of jungle items in general (again).
In our, what, 20th version of an AP jungle item, I decided to consider if perhaps all the issues in the items is less based on the fact that jungle items are always too focused, per class, on a single type of jungler and disregarding all others in said class, as well as the massive power spike that is finishing a jungle item with it's all at once power spike, and decided to think on what could be a better solution overall. Example, Sated Devourer is insane upon sating (Although very very gold efficient upon building), but feels weak up until you do. The power spike is overbearing, but feels bad if behind. And Sated has it's own mini-game, so to speak, none of the others do, that has a very fun mechanic most players like in the little wolf spirit. And it's fun, if not heavily biased to the end spike.
This idea led me to think why do we not just have 3 base jungle item classes (AA/AD(Physical), Tank, AP). From here, you have two sub-sets on each that affects what you get as your final item's special abilities, with the final jungle item costing 2500 gold (just a ballpark number, but being tuned around being worth it, and having a lot more build up so you don't just get all the power in one chunk upon finishing at once, and like the old Feral flare, you can start building up "sated" stacks (see below) before finishing the item, to make it not feel bad about not instantly rushing the item or else delaying your own game significantly).
You decide what jungle item type you have early, and it only take both components + the base item of your class (Longsword for physical, Ruby for tank, Amp Tome for AP) for a total cost of 1150 to combine all 3 (decided to make it be 15 gold after amp tome, machete, and talisman, mostly so they would all be upgraded at the same time regardless of class). At this time, you start building Sated stacks for your respective class, granting a very small stat growth with stacks (Physical grants +1 damage on auto attacks per stack, Tank grants 3 hp per stack, AP grants 1 AP per stack. Stacks cap at 25 for the basic jungle item.).
Physical has Warrior and Devourer as it's two upgrades, slightly modified on our current Devourer to be tuned to physical damage while potentially granting more flat physical damage, and starting at 30 flat physical damage, scaling with 1 per stack to max at 70 at 40 stacks. The big difference on Devourer is that the "sated" proc scales how often it happens with the stack number. At 0 stacks, it happens every 6th attack, but each 10 stacks make it also happen one attack earlier (So 6th at 0, 5th at 10, 4rd at 20, and third attack at 30, and every other attack at the new cap, 40. Note, you get started on the devour stacks earlier, so this overall isn't going to happen that much later on). Warrior is retuned to be a lot like the old Lizard Elder which made your abilities apply a small true damage dot (but this will be physical for Warrior), but with it's own "sating" mechanics where the duration of the burn scales with stacks. 2 seconds to start, +.1 seconds per stack, capping at 40. The burn would also scale very lightly with AD (.05 bonus AD per second?) on top of it's base damage.
Tank has selfish (Durability amping maxed with Cinderhulk, tuned to a higher final gold cost with sunfire burn intact) and supportive/vision (Jungle item that merges with Sightstone and has a mini-thorns/gromp effect to help with clearing minions and monsters that attack you. Lets call it Smitestone for now). Cinderhulk will have it's %hp amp scale with it's own sated stacks (base 5%, +.5% per sated stack, capping at 40 stacks for a total of +25% bonus hp). Smitestone, being a mostly vision focused jungle item, have it's own sated ability of generating wards that scale with it's sated stacks. At 0 stacks, it has a 2 ward limit on storage, with the wards lasting 2 minutes, generating a new ward every 8 jungle camps killed. Every stack makes the wards last 3 seconds longer (capping at 120 bonus seconds, making it have wards that last up to 4 minutes), and at 10/20/30/40, the wards generate 1 camp sooner. At 40, it also increases the ward storage to 3 wards. I'd probably say both Smitestone and Cinderhulk has 500 base hp, but Cinderhulk also still has it's bonus scaling in it's favor for tankyness.
AP will have Runic Echo and Runeglave, based on if they prefer a poke amp or are not AA based, or an all-in/sheen proc amp. Hey, we have the assets for these already, and between the two cover all AP jungle types pretty much. Lets just keep em and use em, just adding in new sated mechanics, right?. Anyway, Runic Echo will scale it's Echo proc's base damage with Sated stacks, (20 base, +2 per stack capping at 100 at 40 stacks, same as the standard Luden's), dealing 2.5x damage to monsters with the proc. Runeglave grants it's current spellblade proc, but the AP ratio/base AD ratio scale with stacks at a rate of .01% base AD per stack and .005 AP ratio per stack, starting at 90% base AD and .2 AP ratio on the spellblade proc and maxing at a 1.3 base AD ratio and a .4 AP ratio (Live Runeglave has a 100% Base AD and .3 AP ratio, Lichbane for comparison with my enhanced Runeglave has a 75% and a .5 AP ratio.)
Notably, with the new Smitestone, we are stepping on tracker's toes quite heavily. I personally dislike how tracker's means you are making your smites less.... interesting, and decided to replace it with my own version, Spiriting Secespita (a type of sacraficial knife. Seems fitting for something that summon's spirits, no?). Chilling, Challenging, Sprititing (Vision based smite where a smite on a camp will produce a wolf-spirit like effect on a small area around said camp. Maybe replace wolf smite with something else? Or maybe just amp up the wolf smite's power with it), and Ravaging (Old Ranger Smite) are now the 4 smite types we have, all with interesting abilities.
Also, as a bonus mini-idea to go with all 3 classes of jungle item having their own satings, perhaps all 3 could have their own sated creature? Physical would keep the current Devourer's wolf, Tank would get a pet Skuttlecrab or maybe a Golem (not sure what would be a fitting thing for them), and AP would get a Raptor/owl that flies with them.
Anyway, start tearing into this idea and tell me how it could be improved. I'm just tired of every season the jungle being fully reworked on our items, and think that the sated mechanics would be a very big step in preventing laners from abusing jungle items in general (looking at you Ez, and smite cinderhulk tops), especially with the stack cap set so high and only charging once you build a 1150 gold item in the first place.