Why does it feel like junglers are being burdened hard?

ŚtrongMental·1/25/2017, 8:51:00 AM·1 votes·837 views

Before we get to the jungle tuning in 7.2 - lets look at a few things... A) Only a very few jungle champions are capable of sustaining an entire clear in one go, (which is likely to happen to even more junglers in 7.2) while others feel a need to back sooner, setting a course for already being behind B) You've now just stated "we are extending the time the initial spawn happens" - which baring my LENGTHY displeasure to it, i'd really like to know the reason behind why this happened? (and maybe my displeasure would end, however unlikely) i'll leave the rest to the post below until such a time we (top//bot//junglers) get feedback... (mid laners maybe coming into the picture again... since everything is spawning later)

(Quote) Jungle Tuning Jungle monsters spawn three seconds later.

As we’ve discussed several times recently, junglers have too much control over the early game. Last patch saw adjustments to the payoffs of camp clearing; this patch, we’re addressing how sharply the risk of early ganking has fallen since pre-season.

First up: the initial jungle spawn time. With how early monsters spawn, laners are able to give Smite-less leashes at no cost. This allows junglers to take very little damage on the first camp, saving Smite’s damage nuke and sustain for later. Laners still have the option to give their junglers strong leashes, but will now pay the cost of missing a minion or two to do so. General INITIAL JUNGLE SPAWN 1:37 ⇒ 1:40 GROMP AND KRUG SPAWN 1:49 ⇒ 1:52 Next: camp damage. The raptors pose threat through sheer numbers; the small chickens will mess junglers up even if they burst the large one. But less-populated camps don’t have the same tradeoff: junglers who are capable of bursting the large monster take almost no damage from the camp overall. In the case of Gromp, we’re doubling down on his paradigm of dealing a ton of damage upfront, while the Ancient Krug is merely getting more damage. Gromp ATTACK DAMAGE 45 ⇒ 70 NEWRUNNING OUT OF BREATH Attack damage decreases over the first five attacks to 50 (matching Gromp’s decaying attack speed over the first five attacks) NEWBOOM BOOM Gromp’s first two attacks are now shown as critical strikes Ancient Krug BASE ATTACK DAMAGE 60 ⇒ 80 Finally: Honeyfruit’s initial spawn window. Early ganks often occur before laners get a chance to invest in vision, and when Honeyfruit’s sustain is added on top of that, junglers are at basically no risk when making their first visits to a lane. We’re pushing the Honeyfruit spawn back a bit to give laners some breathing room. Honeyfruit INITIAL SPAWN TIMER Between 5:00 and 5:30 ⇒ 6:00 and 6:30 (End Quote)

6 Comments

Variks the Loyal1/25/2017, 9:33:57 AM1 votes

All these changes are basically meant to make the first clear less healthy, so the jungler is at greater risk if they don't simply back after their first clear. Ganking earlier will be more difficult because you won't have as much HP. The increased delay is basically so you're forced to smite the first camp you clear, as well as the leash. This means you won't have smite for sustain at later camps.

It's annoying, but we'll adjust, as we always have.

Hexs Fortune1/25/2017, 9:45:02 AM1 votes

A Handful of diver jg are getting out of control so all the non diver jungles have to suffer

Privileged Jew1/25/2017, 10:12:34 AM1 votes

The level 3-4 bot botlane dive ganks were getting ridiculous. This is a good change.

5050BS1/25/2017, 10:16:08 AM1 votes

Because right now the team with the better Jungler wins most of the time.

Other lanes dont matter much

A good jungler will bring up a bad lane or make the good lanes enough to carry the bad ones.

BUT if your team has good laners and a bad jungler you will lose if the enemy has a good jungler.

Junglers get Dragons, Ganks, HR, Wards, Baron and push lanes/get turrets.

ŚtrongMental1/25/2017, 10:23:09 AM1 votes

@Crewx - i understand all of these things, i'm actually not at all disappointed (or frustrated) with that, more or less frustrated feeling like on first clear we either have to back before, or as soon as we're done and pray there isnt a sustain jungler on the enemy team who can clear faster and make it to us before we finish our back

@Hexs - this IS what im talking about, hit the divers hard, not the jungle as a whole...

ŚtrongMental1/25/2017, 10:28:41 AM1 votes

@LordTul - i'm not saying its a bad change, some of them are perfect, it's just adapting and figuring out what we can do to help (i feel buffs coming for weaker junglers in the future but who knows WHEN that is going to happen...)

@Triple k i'm not saying the exp change WAS NOT needed, i'm saying the damage we receive in the jungle IS something that needs to change, and most junlgers are frustrated about it...