The "new jungle" is in need of tweaks

Kowe The Ewok··6 votes·883 views

Problems:

  • Early invades knock a jungler completely out of the game. Playing a lot of jungle today I sadly had to experience that occasionally even platinum and diamond players completely refuse to guard your jungle early on. Yes, this more of an teamplay issue - but loosing a camp is dead setence.
  • Camp respawn time. The increase is extremely painful. Once a tower is lost many players of your own team will start to take your jungle camps, even if you beg them not to. Due to the loing respawn time this just completely throws you off and will snowball from a single lost lane to a completely lost jungle.
  • Junglers who once get ahead are able to completely dominate the enemy jungle and junglers who try to gank, but fail ( be it their fault or not) fall incredibly behind. Loose a little bit too much health upon a gank and the jungle creeps will simply wreck you. The new jungle does not promote teamplay or helping your lanes.
  • Smite. The "choice" between 4 smites feels like an illusion, taking a smite for duelling will make you loose a lot of valuable buffs and SIGNIFICANTLY reduces your clearspeed. While the duelling bonuses seem great on paper they're not secure enough to justify using them. We're living the mobility meta where everybody and his dog has dashes, your smite bonus runs out before you can deliever three hits. Not to mention that using a smite on a champion basically is an invitation for the enemy team to do an objective. In my eyes the Smite cooldown should be equalized. It's not a "meaningful choice" to smite an enemy since usually the opportunity cost to do so is much too high.

Things I do like:

  • I really like the introduction of Smite rewards for camps, it really adds tactical depth to jungling (I'm ignoring the ability to smite champions here)
  • The crab is a great addition and really feels like an impactful objective for roaming, ganking, drake and baron.
  • The idea behind smiting champions, even though I dislike how it currently works out.

Summary: I believe the attempt of making the jungle "more difficult" went way overboard. It incredibly favors sustain jungler and punishes any other kind. Falling behind is a death sentence, especially if one of your lanes falls behind aswell. Smiting champions is a nice idea, but usually not worth the opportunity cost. Smite cooldown should be equalised or at least reduced for the "worse three" and the camp respawn time should be SLIGHTLY reduced.

6 Comments

Sir Snuffykins3 votes

Basically all my problems with the jungle wrapped up right here. The jungle is too complicated and you made way too many junglers unviable. After repeatedly trying to play jungle Kha'Zix I found out he's one of the worst junglers right now, and if he gets behind at all early, he can't come back. Simplify the jungle again although I do like crab.

C9 Scott Free 1 votes

I almost punched a hole in my laptop last night. That is how frustrating playing Kha in this new jungle is.

Yi Wreck Shen2 votes

This post really needs to be seen. This is a huge problem and IMO I think Riot went too far and made it way too complicated. IF IT AINT BROKE DONT FIX IT.

Every point the op has brought up is spot on. There are way too many issues. The monsters were fine. I hate every new monster in the jungle.

Dragon is the dumbest change of them all. Basically if you get the first dragon and are ahead already it's gg. And if you can maintain drag control all game it's gg. I read someone did the numbers and say dragons attack bonuses only equal up to that of a long sword. NEWS FLASH RIOT!!!! A LONG SWORD IS WORTH 360 GOLD WHICH EQUALS TWO DRAGONS ALMOST!!! First dragon is a much bigger reward then what it was. IF IT AINT BROKE SONT FIX IT. It ruins one of the funniest aspects of this game. Itemization. No more global gold so less gold made and less items made. Stupid

Change it all back. Keep the changes to the jungle items. Reduce smites cd and you can keel the jungle crab if you want. Even though that thing is dumb top.

You are ruining a perfect game.

Rebonack1 votes

My experience is...

Very different.

I used to main Jungle waaaaaaaay back in the dim aeons past of Season 1, so I'm use to jungle monsters kicking everyone around. I've been having a blast in the new Jungle and it might even be enough to finally get me to stop spamming Dominion for a while. Maybe I'm not having as much issue since I grew up on a Jungle that was unforgiving to all but a few? I've been running Pantheon for the most part and he combines a pretty solid blend of damage mitigation, dueling power, and ganking prowess.

Your team counter-jangling you has always been a problem. It's especially annoying when you're planning on doing a ward sweep and someone steals your chickens. And I would strongly encourage Riot to grant a Smite cooldown reduction on kills and assists with Skirmisher's and Stalker's akin to the reduction on Poacher's. That would make using it for ganks significantly less punishing because right now despite the fact that Panth is gank happy and would love having Bluesmite in his back pocket, Purplesmite is way too valuable for its sustain and superior uptime for grabbin' buffs.

Also?

Poacher's seems like a trap option to me. Yeah, it gets you a little extra gold. Yeah, the 30 second cooldown is nice. But it's a giant neon sign saying 'Hey guys! Ward your jungle and smite Wolves so you can kill me!'

Duke Anax1 votes

Maybe it's a bit complex, but is it really that difficult?

I only made a custom game so far, but it seemed rather easy to jungle... with Soraka! ...

Maybe it's becasue she is ranged and barely gets hit?

However before the patch she couldn't jungle at all, so at first glance it seems the jungle is actually easier.

Xtremey1 votes

jungle is only viable to devourer-users right now. they can build a bork for lifesteal and wreck with all of the on hit dmg.

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