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We can all agree Feral Flare needs some love, here is how I would fix it.

universe within··23 votes·2,387 views

Something has to be done for Feral Flare. It's universally agreed to be a weak item. Riot balance is afraid that if the item gets buffed Feral Flare junglers would be too strong with it. I disagree, and I think with the right values it can be a decent item without making anyone overpowered. This is what I would do. Notice the distinction between Feral Flare and Wriggle's Lantern.

Kills and assists on Hunter's Machete, Madred's Razor, and Wriggle's Lantern now grant two transformation stacks towards completing Feral Flare. Upon completion of Feral Flare kills and assists count as one Feral stack as it does currently.

Note that the Feral Flare user who does not help his team early on and simply sits in their jungle farming will not notice this buff to Feral Flare. Only the players who actively help their team will notice that Feral Flare has been buffed. This change would place greater emphasis on ganking and helping your team. It would allow Flare users to be team players before Flare is completed which is something everyone wants if Feral Flare is going to be more popular.

It's quite possible that this buff alone would still not be enough to make Flare a good item choice, but it's a step in the right direction.

41 Comments

Hyrum Graff7 votes

I don't think the issue is with Feral Flare; I think the issue is with the Jungle in general. Since I don't feel the need to re-write stuff, I'm going to leave you with some copypasta from a comment of mine a while ago, with my thoughts on the jungle:

#The Jungle Morello recently mentioned not being sure the direction that you want to take the jungle. If I might be so bold as to suggest one...

I think the jungle should be the strategic core of league. The jungler should be calling objectives and rotations, and applying map pressure. They should ALSO feel like they are strong enough to make things happen, when they are present during pushes, etc, so powerfarming the jungler should be a viable strat as well.

Pressure can be applied in basically 3 ways:

  1. Ganking (duh)
  2. Invading the enemy jungle.
  • It forces the enemy jungler to either counter-invade or ask his team for support to drive you out - all rotations, in a manner of speaking.
  1. Powerfarming your own jungle.
  • Think FF release-era. If you let Yi powerfarm his jungle for 20 minutes, he comes out a monster, so it forces you to invade. Forcing map rotations = creating pressure.

When you nerfed Feral Flare, you stated that "it doesn't seem fair that a champ can powerfarm their jungle, where there's little risk, and then come out and wreck solo laners who have had to contend with an enemy while trying to cs." I think this wasn't actually the issue (OK, it was way too strong, but my point is that the idea of "junglers shouldn't be as strong as laners" was incorrect). I think the issue was that the other strategy - ganking - wasn't rewarding enough, and the direct counter - invading - was too difficult.

Therefore, here are my suggestions for a pre-season jungle rework:

  1. Increase jungle itemization to allow for many styles of junglers
  • There should be jungle items for most combinations of: Early or Lategame; Tank or Damage; AP or AD.
  • Specifically, we need a jungle item for late game AD casters, and spirit of the spectral wraith needs to be split into two items, one for early and one for late game.
  1. Make invading easier/more rewarding Options I thought of:
  • Give more or better-placed entrances/exits from the jungle
  • Allow a jungler to cross from one side of the enemy jungle to the other without taking a tower hit would help this (he would be seen, though). I don't think I'm a fan of this
  • Extend the jungle to the outside of top and bot, to allow additional invading and ganking pathways
  1. Make ganking more rewarding (you can cash in conservation stacks with kills and assists?)

Maybe some of these changes happen by changing itemization. Maybe some happen by changing the jungle itself (gold, xp, routes). Maybe they happen in the mastery tree. Whatever way they would happen, I'm more interested in: what you think of the direction, and the idea of different styles of jungler?

Willahelm Fulber2 votes

The thing about making conservation stacks go on kills and assists is, unless the laner buys another gold item (limited to supports and avarice blade, which nobody keeps anyways) could buy the jungle items and snowball hard on kills.

Onegarion1 votes

I wouldn't see many laners going that path though. They would essentially be wasting a good portion of their gold on combat stats they won't be using and to start with a machete is rather useless. Also it doesn't exactly make sense for a laner to build what is a really weak item compared to other items they typically build. Also conservation stacks start once its a completed item. Thats not exactly a pretty penny and to what point would trading those lower power spikes for a little gold and to what point would it really make sense to build? I see building sword of the occult and Meja's so much more beneficial in terms of an item that relies on kills and assists over a meager 40 gold when those items give youmore than 40 gold worth.

Lets do some quick math. Most players don't make it to 10 kills in a good game. So i'll mark a max of 10 kills by a champ in any random game. So at most each player would get 400 gold from full stacks. Also think that each double kill is a specific case. If i have low stacks its not a full 80 gold each time. So anything over a double kill doesn't get you much gold. Then you also have to wait for it to make out.

Not that I'm saying that this is a great Idea, but the way I look at it we should be at least consider this option from a jungler's standpoint. I really don't see it breaking the game and still see it as mainly a jungler item because the stats given are just wasted by anyone who isn't a jungler.

Willahelm Fulber1 votes

Think about it for a second, the only reason blue ezreal stopped buying spirit stones was due to the stats being not as useful as other items sure, but what if the gold generation makes up for it in the early game?

Onegarion1 votes

The math just doesn't agree with you. So you are going to spend the first 2000 gold for the a jungle item that only gives you a little more gold? That doesn't make any sense. So you slowly get 40 extra gold on kill or on Large jungle camp killed and now you think its too strong? It won't be picked up by anyone for this reason. I'm assuming the gold is implemented on kill and assist with assists giving half. So thats a great item for a laner. I mean it yields so much.

Trust me adding the same conservation conditions to include kill and assists with maybe losing it on Cannon minions won't break anything. Even on cannons its not really that much since that would yield and extra 40 gold every minute and a half(40 / 90 = 4/9 gold per sec). So its not even getting half a gold a sec if you put it on natural generation. I'm failing completely to see the the benefit for a laner other than maybe golem for the health % bonus, but that isn't involved with what the topic here is.

Willahelm Fulber1 votes

I said "What if" not "this is going to be the new meta." I'm saying, it might become a strong pick for laners who are snowballing to pick up spirit stones to get a little extra gold off of kills. Draven, when snowballing, snowballs extremely hard because of his passive giving him gold off of every kill. Now, add a Spirit of the Elder Lizard, now we have something similar to his bleed back (everyone cried that that's what made him OP, but they didn't understand that the idea of Draven is he wins every Trade - Auto for Auto, Kill for Kill) and additional gold on kill.

Onegarion1 votes

It doesn't matter what you are arguing when the math just doesn't add up. I'll take you though and compare each item based on price and overall cost effectiveness. Taking the base of Wriggles being 1800, SEL and SSW are 2000 gold.

ADC: A dagger gives +15% AS and cost 450 gold. So the cost of the 30% AS on Wriggles means you are spending 900 gold for the AS on wriggles. The AS gains are actually as they should be since buying 2 daggers costs the same for the same stats given here. 360 for a long sword and 10 AD and 422 gold. So assuming the ward you get is like upgrading your trinket it will cost you 475 gold to purchase the ward. Leaving 3 gold (1800- 1797) for both unique passives of which an adc can't use against lane minions and only against monsters in the jungle. So you are wasting 3 gold only right? Good buy......wrong. With wriggles there is no sustain and you are going to be massively outtraded by any opponent. You will have little in terms of combat stats and you are buying an item that gives you a ward which is nice, but unneeded for an adc in the early game and rarely gotten by most in the late game. You can't upgrade it to FF either since it only scales off of jungle camps (monsters) and champ kills. Who often are you going to have 30 kills/assists/large monster kills as an adc in a game? I mean so its very unlikely and near impossible to get FF as an adc.

Lizard gives you 30 AD, 10% CDR, Incinerate, and Conservation. So again lets do the math. Its 360 for 10 AD which means it will cost you 1080 for just the AD and the 10% cdr cost 163 (obtained from using fiendish codex math). Making it cost 1243 for the combat stats. Leaving 757 gold for the unique passives. With little to base on amounts for the passives I can not break it down any further. Which means you are losing 757 (about a 6-8 minions away from pickaxe) on stats you can't utilize. The damage from incinerate is honestly negligible in the time it takes you to complete it. You are doing 16 damage over 3 secs at lvl 1. Thats is nothing to a pot. Conservation only procs on large or epic monsters right now. Again only off of jungle camps so you don't even get it to proc in lane. Leaving you to stack it infinitely and getting nothing out of it.

I'm skipping SSW since no adc would get it.

A normal adc builds infinity edge, Bork, or Tri force.

BF takes a chunk out of the 1800 budget. Leaving you with 250 gold. So we can now buy 5 pots for sustainability and are already out trading the adc who bought either one of the above items. Not to include the fact of whether or not you would start with dorans or not. If you don't start dorans you have no sustain in lane after your initial pots are gone and if you do it sets you back even further. Your dps is already higher with just a BF sword and if you go pickaxe you can get boots and dagger and a pot which still has higher dps as a whole compared to either build above. Late game doesn't get any better since BF and pick both build into items that by far outclass any of the above in shear damage in which an adc wants to do. Only benefit you gain from the other builds is a slight advantage on taking out dragon/baron/buffs that your opponents don't have to the same degree.

With scimitar you gain LS that keeps you in lane and will only stave off any damage incinerate does or the amount of aa damage from the meager stats given by the above.

In the early game under the predetermined budget you may be able to "outclass" tri force adc's, but once they finish trinity you are instantly at a major disadvantage and at the mercy of their power spike.

SO is it worth on ADCs?

Mages will not be going SSW. Plain and simple. 40 gold again every 1 min 30 secs is not worth the meager amount of AP given when compared to a item 1058. Just no comparison. That alone allows this discussion for mid lane burst mages over. While its not a large difference initially. The amount of time you are behind from building 2k gold item to get to either of the 120AP items will cause you to lose close matchups easy

Onegarion1 votes

Hit the max number of characters and will continue later to include more roles if needed.

TLDR though is simply that adding it so conservation stacks proc off kills and assists doesn't break the game in any way and will never happen. These items will not be a thing again for nonjunglers. ITs just not going to help any laner.

Hyrum Graff1 votes

True, but that could be worked around. Maybe you can only cash in stacks on a kill/assist if you've farmed 5 camps since the last time you did it, or something. I'm more interested in what you think about the idea of making ganking (and the other two strategies) more rewarding.

Willahelm Fulber1 votes

Ganking is rewarding, which is something a lot of people don't understand. "Oh no, Udyr's going feral flare and won't gank ever, you know what I'll do? I'll 3 man bot it all the way to inhib tower so we can roam on mid after that because I have more lane presence than him!" That's what I think whenever I see an udyr go flare.

Onegarion1 votes

What if there were other options to changing those in general?

What if we changed the masteries around a bit to maybe give a few more points, but add some new spots geared toward just junglers. Bc lets be honest very few players (at least the top tier players I've seen) don't go with the few jungler only masteries. They are weak and don't really provide much benefit with the new machete. If there were some mid lvl jungler only masteries I think you can open up the field and let junglers have a middle of the road for both Offense, defense, and even throw in a support side.

SO to expand on that. Lets keep the masteries we have, but have them build into a third lvl mastery. So in the offensive tree you could deal extra % damage to a jungle only minion. Adding to those that want to power farm or just pick up extra wave clear. Obviously you would have to debate on how much of a % damage increase and if players would actually get it, but it is a start.

The defensive tree would get a a stronger version of the machete passives (maybe) or maybe an increase in HP/5 after killing a large minion camp. So not only would you have the small health gain from killing it, but increased for tankier junglers to give them extra health to combat aggressive junglers.

Support tree would have a conservation style boost that gives extra gold. So each minion is worth a flat amount increase. This would work so that small minions are worth a certain amount and Large camps are worth a certain amount more. Just for argument purposes each small minion is worth 2 extra gold and each large camp is worth 10. If you were to clear the entire jungle once including buffs you would get an extra 60 extra gold from large minions and 20 extra gold from small minions. so each clear would essentially give you a ward worth in gold.

These are all just other ideas that could be looked into besides item changes. They would all essentially push to the power farm kind of play, but provide extra clear for those that want to power farm, extra health for tanky junglers, and extra gold for those that want it for whatever purpose.

Just some food for thought.

Honestly tho more to the comment itself I like the idea of giving more options like the Lizard/FF difference. If there was an item that gave early game tankyness I'm not sure if people would get it though unless there are some really good items or gives some amazing stats. I think you could do an item that could give some sort of split between early game AP and late game AP, but you would almost have to have it be the same as FF but make it scale with AP and not with AA like FF.

1800HookMyLane1 votes

The Jungler should be just that. The Jungler. They SHOULD NOT be as strong as a side laner or a solo laner. Laning against an opponent has constant consequences if you have bad positioning, or are too aggressive without ward coverage or without summoners. You make a mistake in lane one time, and the lane consistently gets harder.

Junglers do not have that consequence like a laner does. There's no enemy jungler in your jg 100% of matches to contest your camps, there isn't turrets that can burst you down if you're foolish enough to get CC'ed under.

There are some junglers that don't farm jungle camps as much as they farm enemy champions because of their single target clear speeds. So to make an item that grants bonus damage on kills that has no consequence like Blade of the Occult or Mejai's Soulstealer is basically implying "Dueler JG or lose because you won't be able to farm against a dueler counter jg like Yi, Shaco, Vi, Kha`Zix"

Champion Skin1 votes

Kha'Zix would be pretty poor user of FF as he don't rely on auto attacks much and the attack speed and on-hit damage would be mostly wasted And he would be lacking the mana he would get from Elder lizard and the cooldown reduction is also useful

Phoneixflare4 votes

I had a good idea. Make the attack speed scale with stacks as well. in this way, you could change the immediate power or reduce minimum stacks to turn into feral flare with some more attack speed which is still powerful....then later game when it matters, much more attack speed meaning more procs of the on hit since the stacks would allow for it...

This way, almost every single feral flare builder would benefit from it.

1800HookMyLane1 votes

Casters would benefit 1% from an auto attack item. Auto based AD junglerss would be THE only meta. You would literally have 5k dps Yi, Evelynn, Twitch, impossikite Nunu, Lee Win. Basically any champion that can scale heavy AD will be the new JG meta, along with AD mid, useless Tank top since you have 3 AD burst champions that can lifesteal, and a non-factor support that gets 1 shot.

Phoneixflare1 votes

Please note that I said 'feral flare builder' benefits, also, it wouldn't be the ONLY meta because so many other junglers right now are so incredibly strong that, well, dont use feral flare at all and are still very very effective. Does Lee Sin build feral flare? nope. Does nunu? Nope. Does Khazix? Nope. I've never seen an evelynn build it either...so adding this little bonus feature(you could tweak the base numbers after transforming into feral flare to make it more of a scaling item) Also...you would make the scaling a little balanced so that its not anything really ludicrous, but still impactful. I'm not talking about anything like 100% bonus attack speed...like maybe it could get there at 200 stacks or something but yeah...the scaling wouldnt be like(from what you are saying) 2-3% attack speed per stack, but I feel like 50% attack speed bonus after farming 100 stacks would be pretty reasonable(if you ever got that far) THIS way Feral Flare becomes an item that allows for a jungler to potentially carry in the late game...

I also feel that champion kills/assists should grant two stacks toward/for a feral flare...because that encourages attempting successful ganks even when you're trying to build it. That means you have an option between ganking and risking for higher reward or being safe and only getting one stack.

1800HookMyLane1 votes

The problem with that is you would have is Master Wee or Button Mash Udyr be master junglers. There is literally no drawback to them using FF because Yi could 1v5 at that point and Udyr is basically kite master. If a jungle item grants bonus stats based on stacks, it should have a consequence similar to Blade of the Occult or Mejai's Soulstealer, or the legacy Bone Necklace that Rengar used to have.

Phoneixflare1 votes

There's this great thing in the game it's called CC....

Aids cuz League3 votes

I disagree with giving Feral Flare any kind of attention, its already a strong item for the junglers that can use it well, besides, the problem with feral flare isn't that its weak, or encourages a bad playstyle, it just further proves that people can't read or pay attention as when its in Wriggles Lantern form, it gains stacks off Champion Kills, on the Feral Flare side, im not sure if it does or not. If anything, Feral Flare needs to be removed or it needs a nerf, not a buff because too many people think its a worthwhile purchase and then they never gank cause they can't see that champion kills/assists give it stacks. Having the 3 Spirit Items was fine for jungling, I for one, would not be sad to see Feral Flare leave the game.

12tales3 votes

Feral flare is already a great item on pretty much every auto reliant or semi-auto reliant jungler. It doesn't really need any love, to be honest.

Phoneixflare2 votes

that's not true. feral flare pre nerf was a much better example of a great item, so much so that it even leaked into LCS play...it's a huge risk to have feral flare.

12tales2 votes

Rengar and Nocturne both see (or have seen) competitive play building Feral Flare. At the moment, more caster-oriented Junglers are more popular - see Kha'Zix, Lee Sin, Elise, etcetera - but on the auto attackers who don't see play for other reasons, FF is the way to go.

Phoneixflare1 votes

on Rengar...most people build SoTEL instead of feral flare...from what i've seen nocturne really doesnt see that much play over the trinity...but kha has made a surge as of late. good to see the bug back :3

12tales2 votes

I can say with relative confidence that Rengar has never been built with anything other than Madred's/Wriggle's in competitive play (god knows with soloq, there are people who build Ancient Golem Vi). I can say the same with complete confidence about Nocturne (who has seen significant play recently. KaKAO played him in OGN Champions Finals, and I believe that both IWD and Crumbz have pulled him out in the NA regionals).

Regardless, my point is that the currently popular junglers wouldn't benefit from FF even if it were incredibly powerful. The reason you don't see FF much in LCS or whatever isn't because it's a bad item, it's because the champions it's great on aren't competitive level junglers for the most part. So, the fact that it's used less than the other jungle items in LCS is basically irrelevant - Spectral Wraith wasn't seeing any competitive play until Elise started using it. Not because it's bad, but because the junglers than benefited from it were bad champions.

PieCake2 votes

You know no one uses the boards right?

universe within18 votes

I think Riot does or something idk.

Hyrum Graff11 votes

You know no one uses the boards right?

As evidenced by your comment.

Flintfall3 votes

I frequent the boards more than any other League forum site, and I'm pretty others do as well.

Thryale2 votes

meh, I usually only bother with the dev tracker. It's only on days like this when there is absolutely no news that I crawl may way over to the normal forums for something interesting.

Cloud Potato2 votes

I like your suggested buff. The problem with Flare is that it encourages a bad playstyle, which is farm all day. Getting to Flare faster means you get to the point where you deal more damage to enemy champions faster, and doing so by fighting champions earlier helps solve the blind farming issue.

The item itself is currently strong enough; once it's at Flare it deals comparable DPS to Elder Lizard as long as you autoattack a lot, and gets stronger from there. It isn't a slot efficient item by any means but it's not supposed to be; it's supposed to be cost efficient while giving you extra clearing power, and it does that just fine.

1800HookMyLane1 votes

Late on the post, but yes. Every fail flare Udyr I have played with literally afk farmed until at least 15-20 minutes in, and then whined about laners being weak because they got ganked by the enemy jungler. There was literally only ONE single exception and that's because our entire team was about to afk due to zero help from our jungler until 10 minutes.

Maybe it was because the game was a normal, maybe it was because we were all having a tough time, but the outcome was still the same. When the JG helps your laners get ahead, your team gets ahead as a whole. We turned a losing game around and won.

Necrotic Ranger2 votes

Feral Flare is a steam rolling item. I had 52 stacks last game with my flare, i finished it at ~13:00 and started stacking from there. By the end of the game, my auto attacks were pounding a mix of physical and magical damage to everyone. With a zephyr and t-force built, the only people who could survive more than three hits were straight up tanks who built both mr and armor. Add to it mah bleed damage... and well... This item doesn't really need any love at all. Buff it any way shape or form and it will go from an optional item, to a "Build this or you suck" Item. and no one wants that.

Phoneixflare1 votes

if the enemy team let you get to 52 stacks without taking towers or dragons or baron themselves, then clearly this isnt a high enough level of play for it to even count as a good contribution to the statistic. Plus, that's ONE game out of how many that feral flare is built in? exactly. It's not frequent that FF builders get to 52 stacks.

PL551 votes

I use feral flare kind of differently from other people. What I do is I gank a lot in the early game, then if my team is winning I will "afk" farm until my flare is complete/has a decent amount of stacks. However, if my team is starting to lose, I sell my feral item to buy SotAG or SotEL.

MrBuffington1 votes

As much as I like feral flare, I think it's at a good spot. It's meant to be an item with moderate early/mid game benefits, but huge late game benefits since it stacks infinitely. The reason you don't see it as much in pro play is because pros rely on junglers being highly impactful early, not so much a late game carry. Also, feral flare junglers in general are typically lower than the top priority junglers, with the exception of Rengar (even pro Rengar players stop at madreds and do to other items before completing ff, since they need the early game pressure more).

ULTRAF0RCE1 votes

What if there was a complete rework so the item even if it is still called feral flare is a different kind of item that is useful for auto attack junglers, it is true that most of the users of feral flare need to farm more than other junglers, but that is bad in the current meta with a lot of early gankers in the game sadly I don't know what is needed for it to work as is in the current meta

iRetribution1 votes

This would be great IMO, I think a Spectral Wraith buff should come out first though, just a little one, so that some AP junglers could jump into the meta since AD midlaners have become a little more popular than before.

GanksLikeGast0n1 votes

I really dig this idea, I feel the emphasis on teamwork would really help break the mold of current flare jungles and push them to start pushing them to work with their team rather than just themselves.

Kat Believes us1 votes

I speak from the standpoint or a Gold 1 player who predominantly plays Irelia top. (#platlyfehereicome)

I believe feral flare as it stands is an entirely balanced item, and I'm not entirely convinced that your idea of buffing it would be bring greater balance to the game. Here's why. What I believe a lot of players don't understand is that the jungle is far more similar to being in a lane than people give it credit, although it may just be abstracted by the lack of direct competition and logistic consistency, with a few key differences.

In laning, both players compete in CS, objectives, and kills, which all translate to gold advantage. Jungle is similar except that, unlike laning, scoring a kill is not negatively correlated to time (and cs). If the jungle wants to possibly develop a kill advantage their cs will suffer as a result (and this deficit will rely on skill to some degree). That's what the jungle pays for for the utility of being to directly influence any area of the game.

At higher levels of play, this utility is the more focused on aspect of the jungler over the relative ability to safely farm. Ganking became the norm.

Feral Flame was originally introduced to give farm-focused, late game junglers more viability against teams that pick safe, early lanes, and to give gank-oriented champs and alternative in the same scenario. (Think LB, heimer, or Janna.) Frankly, Udyr sucked for the longest time because his only gank was running straight up to the laner with slightly higher than average movespeed. Feral Flame gave him some life.

However, should your buff be implemented, you reinstate the totally predominate gank oriented jungle meta because having the buff sit on machete and madred's at +2 stacks gives every single, gank-oriented jungle an insane snowball mechanic. If you look at the current meta, we see Vi, ww, j4, amumu, maokai, and elise, and all of them have extremely strong ganks. Now, if the buff exists on machete, early ganks can lead to a ridiculous snowball because the ganks pay for the wriggles, and by the time they have it complete, it'll be at maybe 20 stacks. At 12-15 mins the flare will be finished, and that's an insane power spike, all with no tangible tradeoff to the jungler.

And that's if they're successful in ganking, if not, then the forfeit in their build is nonexistent, because machete builds into every other jungle item. What would end up happening is AA oriented jungler's would be forced to sit on machete until their ganking powerspike (I'm thinking ww's 6) and then see how they perform after, while going into their core build in the meantime. If they do well, they build into feral with confidence, and if not, oh well. The trade is sort of there in jungle clear times, but it's not nearly high enough for the high reward potential.

Knight SoIaire 1 votes

here is how i would fix it 1)remowe the feral flare 2)make an item that supports late game champs in jungle, lets say it stacks with ad just like spectral wrath

feral flare had to allow carry junglers aka late game champions to work in the jungle

the basics of their playstyle were supposed to be farm and gank only when you see a realy good opportunity, then become a realy strong champion in late game

the feral flare failed because it allows the autoatack champions (note that autoatacker is not always a late game champion, so feral flare helps the wrong kind of champs ) to scale infinitely and carry the game by themselves, so it got nerfed into oblivionn where it does not give anything worthwhile

the item is bad atm but it should be removed instead of buffed, because it supports an unhealthy playstyle that riot wants to kill

and to be clear making the flare stack better when you kill or assist is even worse, if 1 tf that lasts 1 minute can give you 10 stacks , then those champions will stack insanely fast once they reach their midgame probably they will even build full tank because flare stacks will give them insane power

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