If you want Jungle Variety

Jbels··4 votes·509 views

You either need to allow the offensive keystone masteries to affect the jungle creeps, or give them a secondary effect inside of the jungle, but only for those who take smite. We don't need abuse cases like cinderhulk smite TP in top lane (and not warlords. Warlords has no place in the jungle.)

4 Comments

Fazor1 votes

i don't think that will solve the problem. it may cause more problems. The jungle meta right now has been created because people require junglers that can pressure early for those 4 man dives bot or whatever. Hence LeeSin Vi Hecarim and such are strong right now (also CotC makes them strong.) Pretty much if you have a jungler who can't do much early you're bound to lose because the enemy jungler will snowball lanes while you're trying to get to mid game.

Do you have any ideas for secondary effects for keystones in the jungle?

Jbels1 votes

{quoted}

i don't think that will solve the problem. it may cause more problems. The jungle meta right now has been created because people require junglers that can pressure early for those 4 man dives bot or whatever. Hence LeeSin Vi Hecarim and such are strong right now (also CotC makes them strong.) Pretty much if you have a jungler who can't do much early you're bound to lose because the enemy jungler will snowball lanes while you're trying to get to mid game.

Do you have any ideas for secondary effects for keystones in the jungle?

Nothing huge, for Fervor I would say just let it stack against jungle monsters, but fall off super fast afterwards so that a jungler can't just get free AD before a gank and then go hard. For thunderlords, I'm thinking that every 3 spells / autos does the thunder thing, but it also stuns the jungle monster, and the cooldown is significantly lower if it went off on a jungle monster. Grasp of the undying I would just let affect jungle monsters. I'm not sure why it doesn't already

TakaDama1 votes

I actually think the masteries should be reworked so that each tier of 6 into a tree represents different phases of the match (laning/jungling, ganking/roaming, teamfighting). But instead of three 1 point masteries at all tiers, there should be 4 at 6 (two duo based, one solo based, one jungle based), two at 12 (support or carry) and probably 3 at 18 (unsure about this one).

Jbels1 votes

{quoted}

I actually think the masteries should be reworked so that each tier of 6 into a tree represents different phases of the match (laning/jungling, ganking/roaming, teamfighting). But instead of three 1 point masteries at all tiers, there should be 4 at 6 (two duo based, one solo based, one jungle based), two at 12 (support or carry) and probably 3 at 18 (unsure about this one).

Right now I think that the Masteries are 1-dimensional and boring, but they always have been if you look at the game mechanic.I keep wondering why they restrict themselves to this 3 tree formula, ffs Supports and Assassins / mages dip into the same tree. That NEVER used to happen before

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