The Jungle Suffers from too many Options

2pudge1cup·11/27/2014, 3:01:42 PM·2 votes·841 views

Typically options are good. Choices are good. Choices give the players something to think/strategize about.

The issue is that as more and more choices are added, the razor wire of balance becomes thinner and thinner. Choices also need to be fairly simple in order to give a player an understanding of what to do when.

In this iteration of the jungle, there's just too many, and quite a few of them are complicated. Before the game starts a player needs to choose their champ (duh) and runes and masteries. Those are mostly going to be preset things that go by the player's preference, so they aren't as taxing as an in game choice.

Now in game a jungler has 16 different combinations of jungle items to go. A number of them read fairly complicated and long with multiple numbers/stats attached to them. On top of that there are additional choices for where to use their smite and when for what buff. The problem here is that there were previously 2 choices (open red or open blue) and now there are 6. Additionally, with less potions across the board it means that the player has less of a margin of error if making the wrong choice. All of this leads to players just doing "auto-pilot" and picking what they usually do rather than assessing tradeoffs.

And these choices are just what items to buy/where to use your smite rather than the plethora of ganking choices. It's too much to think about and unnecessarily complicated. These options end up crowding out each other and because there's so many it ends up realistically being less.

Historically, Riot's balance philosophy has been reactionary - see what is strong on live and adjust it. With all of these choices, that type of approach simply will not work. With every change some new combo will rear its ugly head. Some new set of champs will become the default with the jungle item combination that best suits them.

Right now the game snowballs so hard because of global dragon values, weaker outer turrets, and the difficulty of the jungle means that the team with the early game ganking jungler will have an easier time securing those objectives and controlling the map. Jungle spawn timers push it back further because it's easier to set a jungler behind who is already on their back foot. Riot's typical approach will be to just change some numbers around, but that won't change the inherent problems with all these choices. A new optimal will simply take its place because there's too much for players to worry about outside of their own play.

2 Comments

TeemoJenkins11/27/2014, 3:10:45 PM1 votes

The only point I agree on is that Dragon buffs should be changed. As a primary support and secondary jungle I absolutely love the new items, new camps. The new invade potential and the absolute requirement of hyper map awareness has the potential to change this game from being Top Mid Bot Jg to being an all around the map melee.

Already with scuttle crab being up as an option I've had skirmishes in the River at level 3 with Bot / Mid / Jg combining into very exciting trades early in the game. It's less robotic than last season and makes laning phase much more engaging.

As a jungler I main tanky and AS aspected junglers who absolutely thrive in the jungle. Making smart trades and disengages and roam potential is huge. Seeing my top lane taking Smite instead of other offensive spells bringing new buffs to lane is very exciting.

I think this new season is going to be nothing short of all around the map melees versus the previous Lane / Mid game / Final push. Still eager to see what new compositions might come about. I had the opportunity to play in a three solo lane, two jungle game, and it was a blast. Our Lee Sin counter jungled and ganked early while I mained our sides camps so we ended up doing 3v2 and 3v1 ganks to top mid and bot. If a team can consistently hit that synergy we could see a new playstyle in the rift that was honestly amazing.

Conuvus11/27/2014, 3:48:35 PM1 votes

I'm not sure if it's too many choices, but rather making a choice locks you into a certain play-style based on the items available. If you're going to jungle and want to gank more than farm you better get a ganking smite item 3706 or item 3715; if you want to farm jungle creeps more than gank you had better get item 3713 or item 3711 . The enchantment on those items merely is what your champion is, mage gets magus enchantment, tanks get juggernaut enchantment, AD champs get either warrior or devourer, depending on what they need.

Before the update, it seemed you could take any item and run whatever play-style you needed, if your team needed ganks, counter-jungle, or whatnot you did not need a certain item to do so. I think this is part of the interaction with the harder jungle. If you do not have a champion with sustain to stay in the jungle you will be locked into playing the jungle based on whatever item you purchase because you will have to recall more. Whereas, before you would have enough health to, say have the option of going for a gank, or possibly counter-jungling because you notice their jungler on the other side of the map. The items make it a playstyle now that it would be inefficient to do anything other than what they were intended for. If you buy poacher's knife you better not stay in your jungle all game.

However, this is all the opinion of a pre-level 30 noob :P Trundle