First Impressions [New Jungle, Dragon, Tanks, Items, ect]
Hello everyone! Essentially, these are both the positives and negatives of my impressions of the new Summoners Rift. I am not the first one to say that all of these changes that Riot have put together for us are fantastic, but I feel a couple elements should be highlighted or changed due to power or pressure I feel is already too prevalent, or not prevalent enough.
New Jungle
First of all, YES, Junglers finally have a sense of purpose! Jungle is now the "objective control" lane (While they had this role before, its much more solidified now). They dictate the Dragons, Barons, and general fights throughout the early and mid game. Right now, I feel that their job is a bit TOO heavy at the moment, however, and that is actually limiting what champions actually function well in the jungle.
Let me explain.
Right now, Jungling is 100% all about objectives, which is fine, but basically leaves the highest power level junglers being the most common. When I mean power level, I mean highest outright damaging. In a word, Tank Junglers got shafted, both in new itemization (While they did get tenacity, no tank Jungler gets a damage spike at that item that is REALLY noticeable) and in the new jungle overall (Maokai has problems clearing with just 2 red potions). My proposed fix to this is give the Juggernaut item a bonus to the "Jungler" passive (the part of the item that deals magic damage) on the item... in a way that helps them contest the high damage junglers like Yi or Udyr when going for objectives. For example "Deal 60 (up from 45) magic damage when a monster hits you (changed from On Hit) and gain 15 HP/5 and 7 MP/5 while in combat with monsters. When an enemy champion hits you, deal 10 true damage whenever they hit you and reduce their auto attack damage by 5". This is my idea, it might be OP, but you can get where I am coming from. I am not really sure on how to fix really early game for Tank Jungles without boosting the offensive Junglers more, but I think that the idea I proposed would help a bit.
Dragon
Amazing changes. Tangible buffs where you can truly see exactly what power enemy champions, or your allies, are getting prove a much clearer impact dragon has on the game. In a word,, awesome.
The problem is that dragon is too powerful in its current state, but underpowered if changed...
I propose a simple rearrange of what buffs you get when you get stacks to make it slightly weaker until you get the third stack.
1st: Dragon's Dominance ( was 2 stacks): +15% damage to minions and monsters 2ed: Dragon's Flight (was 3 stacks): +5% movement speed 3ed: Dragon's Wrath (was 4 stacks): +15% damage to turrets and buildings 4th: Dragon's Might (was 1 stack): +10% (was 8%) total attack damage and ability power 5th: Aspect of the Dragon (5 stacks, repeatable): Doubles all other bonuses and your attacks burn enemies for 150 true damage over 5 seconds. Lasts 180 seconds.
This would prevent instant snowballing of straight up bonus damage to champions, but still provide a really strong buffs buffs and rewarding players for getting enough dragons for it to be worth it.
Items
My only problem with items at the moment is that 2 items share Valor (better known as "Locket MR Passive"): Locket of the Iron Solari and Banner of Command. I think Banner of Command should still have a minion bonus tact onto it's Aura, but I can agree it's old version was a bit overpowered, and it would be VERY overpowered with new baron buff. Additionally, the active should get a slight buff towards cannons... perhaps a range increase when used on cannons that does not stack with Baron?
Here is a couple ideas for passives
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Minion's Fervor - Minions around you gain 20% Bonus Attack Speed, 10 Attack damage, and bonus 25 movement speed. They keep this increase in stats for 10 seconds after leaving the aura.
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Minion's Endurance - Minions around you gain 20% Bonus Attack Speed, and enemy champions can not 1 shot minions (they are left with 1 HP if they do more than max HP)
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Minion's Anger - Minions around you gain 20% Bonus Attack Speed, and when a minion dies inside your aura, all minions around you gain a permanent 5% attack speed, 3 attack damage, and are healed for 50 HP.