Idea for balancing Jungle enchantments (passives are fun)
This equally about balancing the current Jungle enchantments as it is about making each enchantment Unique, and have a Unique feel that would reward players for using that style of play.
As it stands, Cinderhulk and Devourer have really good passive that define it as an Item. (though Devourer is a little weak over all) While Warrior and Magus only have boosts to their primary stats. Here is a couple of suggestions.
CinderHulk: Unchanged. It's passive has is useful to tanks. while it's most recent nerf removed much of the unnecessary offensive power. (it should also retain it's late game scaling with it's %HP)
Warrior: Perhaps a bit over nerfed when they where just introducing cinderHulk. I would like to give it the Burn passive that use to be on the old SotEL. If balanced, it could give early game Junglers (which it was designed for) some needed early damage in a more unique way.
Magus: This is Tricky, I only know of a hand full of AP Jungler and I'm not sure what they need. My recommendation is, instead of giving it strait up mana regen. (when you have Blue buff and smite bonuses) Give it the "restore % Mana on kill or assist" passive that was on Athene's. This would reward AP Junglers with lump amounts of mana that will help them continue Jungling after a successful gank. (not sure when this item's power spike should be)
Devourer: Remove the Power Farming requirement on this item. Riot said that AFK Farming was bad, it shouldn't be a requirement for the late game power spike this item offers. Perhaps change the passive that guarantees a fixed increase in bonus damage (like one point every 2 minutes or something.) OR give the devourer's stacking damage passive a Conservation stack effect that could be cashed in on Large Monster kill.
Thoughts? comments? counter ideas?