Poachers Knife is Too Much Risk vs. Reward
Hello,
I know how recent patch 4.20 is, but I feel like I should add this to the forums in hope to get some constructive feedback.
is supposed to be the hallmark of counter jungling the opponent. It offers no advantage over any of the other choices unless your smite steals their jungle camp, and even then, you get +20 gold and a rapidly decaying movement speed buff to escape their jungle. Smite also receives half cooldown reduction.
In theory, this item was supposed to be a high risk high reward item for champions who can clear jungle quickly like
or
and have ample escape mechanisms to leave if spotted by the enemy team. +20 gold for a successful steal once every 30 seconds sounds nice, but what is the practical use once the enemy team catches on? At lower level play, it may not be much of an issue because coordination between players is relatively low, but how does this item actually compare to
or
? Why should I risk entering the enemy jungle if I am only going to get +20 gold every 30 seconds? I could just as easily pick up hatchet, stay fully sustained, and run my own jungle with a smite that has a lowered cooldown. Skirmishers Saber similarly provides a huge advantage in duels. Vision on an enemy, reduced damage from them, TRUE damage dealt per hit? 20 gold and a smite cooldown do not make up for the huge risk of entering the enemy jungle usually alone to take their camps.
Suggestions:
- Give me a reason to enter the enemy jungle: a. increased smite damage vs. enemy jungle monsters (does not apply to dragon or baron) or b. increase the gold bonus from smite clearing an enemy monster significantly or c. you could even decrease the smite cooldown on a successful steal of large monsters to mere seconds (lets face it, if you are risking your life in the enemy jungle, you want to get in and get out. This way if you successfully steal and live, you don't have any downtime between smite cooldown and can proceed to your own jungle before the enemy can steal your camps.
Just a thought.
Edit: After doing some more research and play testing,
and
are by far the best choices for jungle depending on play style. One gives you a huge advantage against potential invasion as well as increased gank damage. You trade CC by not taking
however the 2 second slow is easily mitigated by a flash and thus you should go ahead and use any cc effects you or the laning partner has to ensure that the enemy sticks around.
It was brought up that
is not just about rewarding the invader for stealing monsters, but denying the invadee the gold and experience. In theory this is true, however all it takes to stop this is a ward at the jungle entrances every 3 minutes. Support should have bottom covered, mid can take care of chicken entrance with a pink, jungle can take care of blue bush and top can kill two birds with one stone by warding further down the river. Early to mid game, when this item is supposed to be the most effective, the jungle chunks far too much health from most champions now. To be caught in the enemy jungle after fighting the monsters for any longer than a couple seconds (which is all the time now that they are so much stronger) is almost a guaranteed death. But for what? +20 gold, a movement speed bonus, and a potential deny on farm? You died. They made up for all of that. Denial of farm in the jungle is not enough to risk feeding kills to the enemy jungle or assist xp to the enemy lanes.