Jungle Suggestions [Concepts]
My concepts will try to address the issue with early game advantages from bot lane killing froggy/rocks while leaving the jungler unaffected through a passive attached directly to Smite. Another concept will be to create three "different" Smites, they will just be three passives that aid in your jungle clear for the type of champion you chose. This can be a champion select decision since PvE is ALWAYS the same on a game-to-game basis while PvP changes so you can still purchase the Smite's active upgrade of your choosing within the game. Machete will be changed to only giving jungle sustain since the clear speed is on the Smite itself, the sustain will be stronger the slower your champion's clear is while the faster the clear the weaker the sustain (balanced trade-off). The reason to why the jungle clear passives are on the Smite of choosing is to create item diversity for the jungler so they are not forced to buy Machete if they do not want to; also despite there being three Smites they are all treated like the same spell since the active is the same so you cannot take two Smites. Each Smite, which sticks even they get upgraded, will receive a coloured "+" in the corner of the spell icon indicating which jungle passive that Smite has with a quick glance. There will be dynamic respawn timers for small monster camps, the monster respawn timers are long to begin with and then gradually gets lower and lower until the final tier which is beyond 20 minutes into the game this way there is jungle warfare between the junglers while laning phase is in effect and then by the time laning phase is over is when the camps will feel like they are always up to help the jungler catch up in gold and exp to make the jungler into more of a real role and impactful role instead of a starved support.
1. Jungle Monsters gold and exp will be reduced to 40/55/70/85/100% @game times 1:55-5:00 / 5:01-10:00 / 10:01-15:00 / 15:01-20:00 / 20:01+ A Passive will be added to Smite that grants increased gold and experience from Monsters of 150/90/50/30/20% increased gold and exp based on game time
This should also help prevent jungle taxing as well as early game advantage from jungle camps for laners early on. The jungler gets 0-20% increased rewards from monsters based on game time and non-junglers get 60-0% less rewards from monsters based on game time.
NOTE: Excludes Dragon and Scuttle Crab; Baron doesn't spawn until 20:00 so this wouldn't effect the worm anyways.
2. Three jungle passives attached onto Smite, will be indicated as three different spell options but only one can be used since all three spells act like the same (causing they are the same spell) (upgraded purchasable Smites change the name):
Spirit Stone's Smite: (indicated with green "+" in the corner of Smite and all upgraded Smites' icons) Passive: Deal 15/20/25/30% [@levels 1/6/11/16] increased physical and magical damage against Monsters.
Madred's Razors' Smite: (indicated with red "+" in the corner of Smite and all upgraded Smites' icons) Passive: Deal 35/50/70/100 [@levels 1/6/11/16] bonus magic damage on-hit against Monsters.
Quill's Coat's Smite: (indicated with blue "+" in the corner of Smite and all upgraded Smites' icons) Passive: Attacking Monsters take 5% of their maximum health over 3 seconds (minimum 20/40/80/120 damage per second) (maximum 40/80/160/240 damage per second). Deal 5% of the Scuttle Crab's maximum health on-hit. (This effect cannot execute Monsters)
The Scuttle Crab cannot attack you hence to why Quill's Coat needs to have a special effect that the user can help kill the crab faster. This approach is entirely to open up MORE CHAMPIONS TO GET PLAYED in order to create champion diversity for the jungle role, sure favourites will still arise, but having the three jungle passive will allow for champion diversity and having the clear aid as smite passives instead of an item allows for item diversity for junglers and you can see jungle main's personality to come out instead of being snuffed out. Also having the jungle aid as passives instead of items allow them to scale on champion levels which forces the jungle to be difficult early and later on allows the jungle to quickly destroy the jungle to group with their team so that junglers can balance team fighting and farming better instead of just constantly falling behind gold and exp since they cannot farm at all later (plus evil jungle taxing doesn't help, r.i.p. junglers).
NOTE: All three passives are equally as powerful on the appropriate champions, some champions can benefit from multiple passives i.e. Kayle with madred's and spirit's, Amumu with spirit's and quill's. Spirit Stone's Smite will be picked the most often out of the three, not because it is stronger than the others, but because A LOT MORE champions become jungling viable with physical and magical damage being increased while madred's razors smite will be the least picked because there are not that many basic attackers that jungle (xin, yi, warwick, aatrox, trundle[who is a better top lane than jungle]), and quill's coat smite is to benefit tanks greatly in combination with the sustain benefiting slower clear junglers and not really helping fast clears out very much. Overall increased champion diversity is really good for the game as it makes the game and jungle role less dull and less boring creating more viable champions within it and allow players to shine with the champion they actually want to play instead of seeing 2-3 junglers.
3. Machete will restore +5 Health and +3 Mana per second and increase by +5 Health and +3 Mana for each second while in combat with Monsters and resets once you leave combat with Monsters.
Any of the upgraded Smites will increase the sustain passive so that it will restore +7 Health and +4 Mana per second and increase by +7 Health and +4 Mana for each second while in combat with Monsters and resets once you leave combat with Monsters.
4. Small jungle monster camps respawn timers will be dynamic timers which will be 100/90/70/50/30 seconds @game times 1:55-5:00 / 5:01-10:00 / 10:01-15:00 / 15:01-20:00 / 20:01+.
This will allow junglers to catch up on farm which mainly to allow them to catch up on gold and exp and possibly allow for teammates who are behind to catch up as well with the 30 seconds respawn timers. Remember by this point in the game Baron spawns and laning phase has ended awhile ago so monster camps innately just become something to mindlessly farm and nothing else so there are no longer decision making when it comes to the small monster camps, but rather the decision making moves into "what should you and your team do next". This is basically to have jungle warfare during the laning phase with the longer respawn times and play catch up for the junglers and anyone else who needs to catch up in the later half of the mid-game with the lower respawn timers.
5. Something I just want to bring up is Poacher's Knife (the counter jungling smite) this Smite is innately bad by design because it gives too much in tell of what the user with the smite wants to do making the smite useless since he will be killed whenever he tries to counter jungle since the enemy can see it coming 5 miles away and further. The better way would be add the counter jungling portion onto Ranger's Trailblazer [which removes Poacher's Knife] (the jungling smite) so that the smite is still useful as a jungling smite but is even better if you counter jungle with it. The item would be something like this: Restore health and mana, grant large % movement speed that decays over time, and 50% damage to nearby monsters When using it on a large monster in the enemy jungle: Restore even more health and mana, grant an even larger % movement speed bonus that lasts longer that decays over time, grant a flat amount of bonus gold, and reduce the cooldown/charge of the next smite by 50%, and of course 50% damage to nearby monsters
Enjoy the ideas/concepts, and have a nice day! ~ Stacona