Monster Abilities- Making the Jungle a More Interactive and Fun Place to Be In
For a long time, the Jungle has been a kind of boring role to play outside of ganks, yet has also been at the same time one of the hardest roles. Before, tons of champions could Jungle but Riot decided to step up the damage in the jungle, making only a few champions able to Jungle. Now, after a while of people making every champion able to Jungle again by figuring out what builds makes them able to, the Jungle is once again pretty boring outside of epic monsters and ganking. The farming experience of the Jungle just isn't very fun to do. Therefore, I recommend giving the large monsters (not small monsters) abilities that they can use in the middle of a fight to spice up the Jungle. At the same time, we could slightly reduce their AA damage so the Jungle wasn't such a DPS race against the camps early on to see if the champion could Jungle or not. Whether a champion can jungle or not should be based on the player playing the champion, not the champion themselves.
Here are some examples from the Blue Side Jungle.
Ability 1- Poisonous Belch Active: Gromp belches after a 1.75 second delay in a cone in the target direction, dealing 125 (+15 per level) magic damage and applying the Gift of the Toadstool damage over time. Used when the enemy has not moved for 2 seconds or after being in combat for 5.5 seconds Cool Down: 12 seconds Range: 450
Ability 2- Excrete Protective Coating Active: Gromp protects itself by giving itself a 100 (+10 per level) shield that applies the Gift of the Toadstool damage over time to enemies who attack him while the shield is active. Used whenever available Cool Down: 16 seconds
Ability 1- Mana Explosion Active: The Blue Sentinal begins to ready an explosion from itself that will happen after a 2.5 second delay. All champions caught in the blast will take 150 (+15 per level) magic damage and be slowed by 75% for 1 second. Used when a channeling enemy champion is in combat with it or after being in combat for 5.5 seconds Cool Down: 16 seconds Range: 550
Ability 2- Mana Wave Active: After a 1 second delay, blast a wave of mana in the target direction, dealing 45 (+15 per level) magic damage and greatly slowing for 80% for 3.5 seconds. Used on champions attacking it from a range or after being in combat for 2.5 seconds Cool Down: 7 seconds Range: 775
GREATER MURKWOLF http://vignette3.wikia.nocookie.net/leagueoflegends/images/4/4c/Greater_Murk_Wolf_OriginalSkin.jpg/revision/latest?cb=20151202202629
Ability 1- Rabid Swipes Active: After a 0.75 second delay, the Greater Murkwolf slashes rapidly in front of it, dealing three instances of 30 (+5 per level) physical damage over 0.75 seconds. These strikes will ignore 35% of the target's armor. Used whenever available Cool Down: 5 seconds Range: 300
Ability 2- The Hunt Begins Active: Over 2 seconds, the Greater Murkwolf howls, causing itself and it's fellow Murkwolves to gain 75 flat movement speed for 4.5 seconds once the howl is complete. During the movement speed boost, Rabid Swipes's cool down is halved. Used at the beginning of combat and then whenever available Cool Down: 17.5 seconds
These are some quickly thought up examples, but what do you guys think. I feel like Jungle fights should have a little more skill and thought required to be put into them then just "Can I outDPS this monster or am I going to die?".