How to add diversity to Jungle
So we all know that LCS Jungle is limited to.. what... 4? champions. How can we solve this issue in a fair and practical manner?
First we need to know why jungle is so limited in the pro scene. For the most part, it's early game. There are many viable jungle champions, but they are crowded out because of their weaker early game. Slow clear times, lack of ganking abilities, etc.
So how we do solve this issue? Easy. *These changes aren't designed to make all champions viable for jungle. It is only meant so that current solo queue junglers can enter professional scenes. These changes are meant to provide a buff to all junglers for jungle purpose only, but more heavily on mid/late game junglers than early junglers - who currently dominate the LCS scene.
#1. Give jungle items more on-hit lifesteal against neutral monsters. This gives a buff to junglers who struggle in completing their early clear. At the same time, it provides little benefits to junglers who clears easy with most of their hp in tact. Why on hit and not percentage? To keep it as an exclusive early game buff.
Result: champions prone to early jungle invades are now more viable.
#2. Neutral monsters gold and experience is based on time of game, while HP/Stats remain the status quo. Make the time-based increase in gold and exp constant or shorter intervals. This allows slow clearing junglers to keep up in gold and experience. However, the faster clearing junglers will still have the advantage of earlier and more frequent ganks. A slow clearing jungler should not be giving up gold and experience; the only thing they should be giving up is early ganks.
Result: Mid/Late game junglers will be able to effectively see a transition in power as the game proceeds instead of the status quo where early junglers snowball too far ahead that mid/late game jungler power spikes means relatively little.
#3: Turrets should NOT be able to target champions even if abilities make them untargetable. Abilities, such as Fizz Pole or Elise Rappel. Turrets are suppose to provide protection. Diving turrets is suppose to be risky. No champion should be able to dive turrets knowing they can get out of it alive because of a single spell.
Result: Champions that can abuse unfavorable lane matchups by constantly 2v1 diving turrets will be less effective and will no longer crowd out other junglers.
All in all:
- these changes will significantly allow more champions to clear their camps without majorly falling behind.
- At the same time, early game junglers with fast clears and ganking abilities will still have their early power intact as the change does not change their clear speed. They will still be able to clear camps quickly and invade or gank while their opponents slowly clear their own camps. they simply will no longer have a gold/exp advantage from simply afk farming.
- We will see more distinctive power spikes based on the progression of the game instead watching 40 minutes of snowballing.
- Champion pool will not be limited to a few abusive champions.