Oh Boy Jangling Items!
Alright, so here's my take on the Jungle items thus far.
Purplesmite is, by and large, the safest option. You get improved sustain, improve clear time, and lower cooldown to better control buffs, Baron, and Dragon. And as frosting on the cake it is pretty nice for flattening minion waves, too.
Red and Bluesmite are nice, but really risky. Every time you Smite a champion you're giving up a jungle buff, which is a pretty big deal. I feel as though getting some degree of cooldown reduction on Smite if you secure a kill/assist with it would really up the Reward side of the equation on these Risk/Reward items.
Greysmite is just a mess. Right now it isn't good for anything other than putting a neon sign on your head informing the enemy team to ward their jungle and murder you. I would suggest increasing the Smite damage on Greysmite to make it THE Smite for contesting major Jungle objectives and to help you counter-jungle faster.
And now Enchantments!
Devourer is great. Possibly too great on Wolfy when combined with Redsmite, but that's more an issue with Wolfy than the items themselves. However, if this thing does end up being too much of a problem it would probably be a good idea to put a hardcap on its stacks. I would rather not drop its kill/assist double-stack down to one simply because that's encouraging a Jungler to take that risk with ganks and help out their team.
The rest of the Enchantments are really meeeeeeh. Basically, they're just stat sticks. Not even particularly good stat-sticks. Other people have shown that the gold-value on these items falls below comparable heaps of items (Kindle and two Ruby crystals plus Mercs, Morello's, Brutalizer and two longswords, ect). So I think the thing to do here is to take a hint from Devourer and give them some kind of fun passive in addition to their stats. Just to throw a few ideas out there...
Warrior now applies a bleed that deals (percentage of your Bonus AD) in physical damage over three seconds. Triggers off any form of damage.
Juggernaut now applies a poison that deals (percentage of your total HP) in magic damage over three seconds to foes that attack you.
Magus your spells mark foes with a curse. Hitting a cursed foe with a basic attack consumes the curse, dealing magic damage and healing you.
Just a few random ideas there. If you have a better one, feel free to suggest it.
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