Uniqueness and Creativity; [Jungle Related]

Stacona··1 votes·208 views

This is a distant future post, also concept ideas, so if you do not know what either of these mean then you are in the wrong place and may not want to be here, stay neutral people! Moving on however, I still think Machete into one of three jungle items of Spirit Stone, Madred's Razors, or Quill's Coat and season 4 jungle is the superior jungle and just having the season 5 stat enchantments be the best so jungling and combat stats are separated, but I digress nor is this post about any of this.

My post is about having very unique decision making jungle items that changes effects based on what is the last large monster that you killed and have junglers think a lot about what they want to do before going for a gank or even grouping with you team in the later stages of the game by having a special passive you can only obtain based on what large monster you killed last. Note, this is very much different than smiting a large monster and getting something in that regard.


Enchantment: [AP]: Statistics: +60 Ability Power +100% Mana Regen +10% Cooldown Reduction +UNIQUE Passive - Jungle Power: Gain a unique permanent buff, but only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp. Upon receiving a new buff your previous buff will linger on for the next 30 seconds allowing for multiple buffs at the same time:

KRUGS: Gain +15 magic penetration. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 8% of your magic damage dealt before resistances apply. MURKWOLVES: Gain +5% bonus movement speed; increases to +20% when dealing magic damage from spells to enemy champions for 3 seconds. GROMP: Gain a poison to your magic damage spells that deals 12% of your target's current health as magic damage over 4 seconds (maximum 100 damage per second against monsters).


Enchantment: [AD]: Statistics: +40 Attack Damage +10% Cooldown Reduction +UNIQUE Passive - Jungle Power: Gain a unique permanent buff, but only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp. Upon receiving a new buff your previous buff will linger on for the next 30 seconds allowing for multiple buffs at the same time:

KRUGS: Gain +10 armor penetration. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 5% of your physical damage dealt before resistances apply. MURKWOLVES: Gain +15% Attack Speed; Gain +10% bonus movement speed when dealing physical damage from spells to enemy champions for 3 seconds. GROMP: Gain a poison to your physical damage spells that deals 15% of your total attack damage as magic damage over 3 seconds.


Enchantment: [Tank]: Statistics: +300 Health +25% Bonus Health +UNIQUE Passive - Immolate: Deal 30(+1.5 per level) magic damage per second to nearby monsters. +UNIQUE Passive - Jungle Power: Gain a unique permanent buff, but only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp. Upon receiving a new buff your previous buff will linger on for the next 30 seconds allowing for multiple buffs at the same time:

KRUGS: Gain 10% increased bonus armor and bonus magic resist. RAZOR BEAKS: Gain +10% Cooldown Reduction plus restore 0.5% of your maximum health over 5 seconds; increases to 2% of your maximum health over 5 seconds when out of combat for 8 seconds. MURKWOLVES: Gain +5% Movement Speed; increases to +15% when moving towards enemy champions. GROMP: Gain a poisonous aura 400 units around you that deals 4% of nearby enemies' current health as magic damage per second (maximum 100 damage per second against monsters).


Enchantment: [On-Hit]: +50% Attack Speed +UNIQUE Passive: Deal 30 bonus magic damage on-hit. +UNIQUE Passive - Jungle Power: Gain a unique permanent buff, but only one buff may be available at a time based on what type of large monster you killed from the jungle camps Krugs, Razor Beaks, Murkwolves, or Gromp. Upon receiving a new buff your previous buff will linger on for the next 30 seconds allowing for multiple buffs at the same time:

KRUGS: Deal 20 bonus true damage on-hit. RAZOR BEAKS: Gain +10% Cooldown Reduction plus heal for 10 health on-hit. MURKWOLVES: Gain a phantom wolf that causes every 3rd basic attack to apply on-hit effects twice. GROMP: Gain a poison effect to your basic attacks that deals 6% of your target's current health as magic damage on-hit (maximum 80 damage against monsters).


9 Comments

AyRe CoNteMpT1 votes

its nice, tho im not a fan of adding even more smite-effects. also, do these things stack? or are they not even smite effects but just kill-effects?

Stacona1 votes

They are not smite buffs - they are only kill large monster on the small camps buffs--- they are only 1 at a time, with a 30 seconds transition period (meaning 30 seconds is long enough to kill the chickens for the sustain, kill wolves the buff replaces to the wolf buff, then you have 30 seconds to kill gromp with the wolf and chicken buffs and killing gromp gives his poison buff different than the buff you get for smiting gromp ) 30 seconds is a good buff duration to allow for more than one buff while jungling, but is waaaay too short to realistically use for ganks or teamfights you will only have one buff at a time for that so the decision making involves planning your current jungle route to end with the buff you want to keep for your upcoming gank / teamfight / siege / dragon/baron contesting / etc

so basically the item gives 4 different passives that you can choose from during the entire duration of the game starting when you have enough gold to buy the item which change based on the last small monster camp you killed (buff is only based on executing the large monster) [things like red buff, blue buff, scuttle crab were exempt from this because that would discourage the map control of the crab taking and also discouraging donating red and blue; teamplay for red,blue, and crab should be encouraged so just having the small camps for the junglers is the good approach]


overall, i want the item to be as simple as possible while still granting that interesting decision making of "what buff do I want for this time until my camps respawn again" in the moment, and NOT have smite decision buffs even though you do need smite to buy the item obviously you do not need smite for the buffs you just need to kill the large monster of that camp to get the buff which is permanent until you replace it with another small large monster camp

AyRe CoNteMpT1 votes

i like the general idea of having new items and yours are interesting, but i must say i dont like these different buffs from monsters. for example, nunu allready aginst a buff depending on what monster he eats, and thats fine because its nunu only, but if it were to be ALL champs that jungle... thats just too much. so many different things you have to learn about just one item.

i dont like it, and i also dont think it matters much, so just skip it ;D

Stacona1 votes

I think the learning curve would be super quick and easy, you only need to read the tooltip it is straight forward after that, especially since the process is simply farming the jungle which you already do

AyRe CoNteMpT1 votes

sure but then you have to consider which buff to quickly take before teamfights and such. i mean those buffs are strong enough to become mandatory in teamfights but they limit you big time. i REALLY dont like this. a part of your items power is very limited by duration and you kinda have to "abuse" it to get full potential.

also, its not like it even helps super much. just think of something else or so.

Stacona1 votes

they are permanent - you just swap them out if you want something different; the duration portion is only for jungling, it cannot be used anywhere else

AyRe CoNteMpT1 votes

aaaaaaaaah all right. hmm yeah now i got it. that might even be good ;D

Erockandroll1 votes

A lot of energy here. But Probably too much. Adding the massive number of buffs from Jungle monsters that change is too much for people to remember, especially when it differs for each enchantment.

Also, those camp buffs are way overtuned. They would probably make lane smite even more attractive.

Stacona1 votes

They are as easy as remember an item's passive which is what it is - each passive should be equal value to each other I tried to make sure the passive with similar effects to other items is weaker --- like on-hit % damage is less damage than blade, the magic damage % burn is less than liandries - the % sustains are weaker than wota and only apply to physical or magic damage respectively (applies to basic attacks as well, so more unique than spell vamp) - the ap item is same cost as morellos but less stats and different passive (well passive options)

tried to make sure all the items are cost inefficient to other items, so the items will only be cost effective for a jungler and if a solo lane wants smite for objective control

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