Riot: any plans for poacher?
Right now picking poacher is such a bad idea, that if your jungler does it you can rightfully go AFK and leaverbuster punishes them and not you.
Jokes aside, this thing sucks. What's the deal Riot?
Right now picking poacher is such a bad idea, that if your jungler does it you can rightfully go AFK and leaverbuster punishes them and not you.
Jokes aside, this thing sucks. What's the deal Riot?
I had a rework in testing a month or so ago that didn't pan out, ended up causing more problems than it solved. I don't think anyone's actively working on it right this second, but we all agree that it's a problem, it's just a matter of hitting on the right solution.
[{quoted}](name=Riot Axes,realm=NA,application-id=3ErqAdtq,discussion-id=fojrgR8w,comment-id=0001,timestamp=2015-04-19T04:37:26.119+0000)
I had a rework in testing a month or so ago that didn't pan out, ended up causing more problems than it solved. I don't think anyone's actively working on it right this second, but we all agree that it's a problem, it's just a matter of hitting on the right solution.
Hi, don't mean to be too forward. Somewhat relevant/ on the topic of jungle items: Could I bother you to check out this suggestion? http://boards.na.leagueoflegends.com/en/c/gameplay-balance/s5hLeiRJ-cinderhulkskirmisher-meta-possible-fix
thanks
[deleted]
4 jungle+Vayne meta inc.
I would like to see that just once. I'll call it: "Steal for the ADC meta"
well, what exactly are the problems? We all think it sucks, but we all probably think it sucks for different reasons. What do you think are the core issues it currently has that need to be solved?
Are these issues problems with the item itself, or something more nebulous like counter jungling itself not being viable?
You can't really solve any problems if you don't fully understand the problems you are trying to solve.
Hello, I had 4 ideas for Poacher's Knife for a long time, but didn't get too much feedback anywhere I posted. Maybe one of these might work out? -Simply raise the bonus gold on smited enemy camps (right now it's kinda low) -Give the bonus gold after every enemy camp, even if not smited (if I successfully clear a whole side of the enemy jungle, I can still only smite 2 camps, and smiting only for the bonus gold when I wouldn't want to otherwise, feels like wasting a smite) -After killing an enemy smited camp, refresh the other half cooldown of the smite too. -The jungle camp buff durations are increased if smited with Poacher's Knife
[{quoted}](name=Riot Axes,realm=NA,application-id=3ErqAdtq,discussion-id=fojrgR8w,comment-id=0001,timestamp=2015-04-19T04:37:26.119+0000)
I had a rework in testing a month or so ago that didn't pan out, ended up causing more problems than it solved. I don't think anyone's actively working on it right this second, but we all agree that it's a problem, it's just a matter of hitting on the right solution.
I wish more people on the balance team were like you.
Eve's W gets "buffed". Her winrate drops. Instead of reverting it they buff her damage =\.
Kudos to you for doing the right thing instead of pushing out garbage and refusing to revert it.
I was actually reading another user's reply when an idea dawned on me, though it might be hard to implement.
Successfully smite-lasthitting a jungle camp would temporarily increase its spawn time by 20% (just an example amount). This causes the other jungler, when you successfully steal a buff but they see you walk out, ask themselves if you smited it or if you didn't. It also applies more counterplay for "invade" junglers stealing camps from under your nose and setting you behind. As a downside, if you see the enemy's taken poacher you can simply make sure to leave at least 1 little minion (e.g. unsmiteable) for last so they can't smite-steal under your nose.
Was likeable for Nunu, then you remember that other options are better.
I guess tat Riot will come up with a new idea before summer LCS split beings, if not, I'm pretty sure they won't touch it until s6.
It should do the same thing in allies jungle as it does in enemy, and not just for last-hitting a large monster.
E.g. Upon smiting a large monster, you gain X% movement speed for 3 seconds. This bonus resets upon killing the large monster, and then each small monster. Upon clearing the camp, smite's Cooldown is reduced by 20 seconds. Smite's cooldown is not reduced if the camp is not cleared before the movement speed wears off.
Scavenging smite is the only smite who can't be used in combat. Scavenging smite grants the least safety when counter jungling.
The bonus from poacher knife is good for farming. The movement bonus fit the distance between camp well, but isn't useful during encounter since it's not on demand. Only having that sort of bonus in the enemy jungle is awkward since if you want to farm, you probably want to prioritize your own jungle since it's safer.
Make it so scavenging effect trigger on all large monsters. This would make it less of counter jungling smite but you'd still have to go in the enemy jungle if you want to make the most from the effect. This would make it more of a "get ahead in gold smite" while other smites grant damage/sustain.
Make it so the that the movement speed is given when smite is caste and refresh when attacking a camp in the enemy jungle. That way the movement speed could be used to escape if someone show up half way while clearing a camp.