Jungle imbalance

Big Papa Sion·10/1/2019, 1:39:05 PM·15 votes·10,802 views

So i am rally only writting this because i have been thinking about it for a while. Why has riot not fixed jungle XP gain to be more balanced. You get level 3 from 3 camps on one side but on the other side you only get most of the way to level 3. This puts one team at a disadvantage because leashes mostly come from bot lane. This is only a big deal in the cases of hyper aggressive junglers who are able to gank sooner because they had one less camp to get lvl 3. The disadvantage is a very small one but it is still there. I would say best fix is to even out jg xp.

13 Comments

Tr4shB4NSYST3M10/1/2019, 4:56:05 PM9 votes

Ah Jg in s9, start full red side clear or be at a massive disadvantage. Ah what a game.

s10. Niether side of the jg gives level 3 anymore, Full clear + 1 scuttle gets you level 3. Solo laners are now level 7 when jg's hit level 4 on average. Jg camps respawn slower and dragon hits harder. After 15 minutes ally Jg becomes a cannon minion and you can select the lane to spawn.

nm101010/1/2019, 4:44:55 PM6 votes

They have said evening out the jungle sides is a preseason goal.

SFHFWill10/1/2019, 5:00:54 PM2 votes

Exp should be equal, I hope it's fixed. I would say the biggest problem with it, is that some junglers are hit way harder than others as far as what you can pick depending on your side. This is a bigger issue in very high ELO games. For example, if you're blue side and you want to run an AP jungler, going red side is best for EXP but you have to do blue rush because mana. Lower ELO, I'm only gold, people just run around or try to clear on spawn and avoid varying their route on game state (this is me). Higher ELO, starting red steam as AP jungle (Gragas, Evelyn) can go blue, gromp, red, raptors, and finish is a similar time to a full red buff side clear on hitting lvl 3, it also puts you in position to gank top early on. I'm not a jungler main, I do it when filled, but it seems this is sort of the standard answer.

RekSai CoffeeCo10/1/2019, 2:19:30 PM2 votes

It also makes junglers starting on red side more likely due to more experience, whatever happened to balanced experience and not knowing with good probality of what side jungler started.

Nhika10/1/2019, 8:53:44 PM1 votes

My issue is junglers taxing lanes. Literally can hit 3; "gank" force a recall and gain massive advantage even if you don't kill anyone. There's literally no downfall to your team's jungler "afk" farming.

Craft Zeppelin10/2/2019, 4:56:21 AM1 votes

Just bring back colored smite items, jungle creep buffs back like the good old days...

rayzo10/2/2019, 10:41:14 PM1 votes

jg diff

BigFBear10/1/2019, 2:45:11 PM1 votes

They should make the camps and buffs more even. So that not the jungle itself forces where you start. Your champion and the lane you wanna gank first should be crucial where you start.

The strong red side makes the jungle more boring because it forces you to make the same route every game.

If you tram compilation would decide your route you would have more different routes and games = more fun.

Daddy Ants10/1/2019, 6:34:43 PM1 votes

They'd need to nerf red side xp to balance it out.

It's supposed to be 4 camps or 3 camps + scuttle for a jungler to hit 3.

Nerf Krugs XP but make them easier to kill.

Velasan10/1/2019, 6:36:42 PM1 votes

Agreed. The scuttle crab changes were frustrating enough, but being under leveled the entire game (especially on champions who rely on their ultimates) is super not fun.