For Those Who Want to Keep Smite Buffs -- Why Not Split Up Jungle Buffs?
Note: I actually really like the new jungle, and as a jungler main, I think it was good to remove Smite buffs, as they ended up not offering that much real choice. TL;DR at the bottom.
So, the new jungle is upon us, and with it comes the removal of Smite buffs. The system is still in testing, but one change above all is likely to influence the jungler meta -- the removal of smaller monsters in the buff camps, and the subsequent buffing of the main monsters. What this means is that AoE-dependent junglers -- or rather, junglers with weak single-target damage -- end up at a disadvantage, since they're weak versus the most important camps in the game. This kind of contradicts one of the goals of the jungle rework, which changed each camp to favor one type of jungler or strat over another, while equally favoring all.
For all the issues with the Smite buffs, their removal did also take away some of the feeling of mastery to jungling -- even if Smite buffs were a solved strat, knowing the optimal strat still felt good, and gave experienced junglers the feeling that they had mastered their own game at the strategic level. To answer the above two problems, why not split the buffs from the buff camps into six smaller, distinct buffs? Overall, one full clear should grant the exact same bonuses, and while the buffs could then change afterwards, every jungler could have a favorite camp to start with, which could then earn the preference of laners later in the game. Sharing would be easier, and each buff could have their graphic load reduced to a pizza slice of one-sixth width around their champion, which would lead to a full circle on maximum buffs. Here are an example of the buff allocations:
- Gift of the Sentinel: Grants mana/energy regeneration to the wielder equal to 5 flat mana/energy plus 1% of their maximum mana/energy per second. This is the "core" of blue buff.
- Gift of the Murk Wolves: Grants the wielder 10% cooldown reduction. This could probably change, perhaps even revert or scale up to the 20% CDR that part of the blue buff used to provide. Making this provide attack speed could also work better on autoattackers, since the buff would be a little more caster-specific.
- Gift of Gromp: Grants the wielder 15% of their ability power as bonus ability power. Since this is specific to AP, perhaps it could also grant bonus AD as well. Could also switch this buff with Murk Wolves.
- Gift of the Brambleback: Causes the wielder's basic attacks to deal 2 (+ 2 x level) true damage on-hit, plus an additional 4 (+ 4 x level) over 3 seconds. There's a bit less certainty as to whether or not this is the "core" of red buff, since the on-hit slow is important, but since the Brambleback is meant to be about fire, this would be the closer match. Could also expand this to spells.
- Gift of the Raptors: Causes the wielder's basic attacks to slow their target for 10 / 15 / 25% for 3 seconds at levels 1 / 6 / 11 respectively, halved on ranged champion basic attacks. This is the slow component of red buff, and could perhaps even be extended to spells for a pseudo-Rylai's, especially since it's so close to mid lane.
- Gift of the Krugs: While out of combat, causes the wielder to regenerate 1 / 3 / 9% of their maximum health every 5 seconds at levels 1, 6 and 11 respectively. This is the regen component of red buff. Depending on how things go, this could perhaps be switched with Raptors in case the marksman starts getting this for sustain.
Also, while we're at it, the buffs should probably drop to the ground just like the Rift Herald buff, which would allow the jungler to reap the gold and experience rewards from their camp while giving their buff to their ally. It would also allow the jungler to clear the camp, drop the buff and leave it to whichever laner's interested, without having to stop their clear just to wait for them to come. Since these buffs should all be transferrable, it could also be interesting to have those buffs drop to the ground after the wielders die, encouraging the killer to advance and secure an advantage, or the defenders to guard their buff advantage.
TL;DR: Split the two main jungle buffs into six lesser buffs that amount to those same two buffs when combined, with each one assigned to a jungle camp. Change them as needed. Also, perhaps turn the buffs into objects on the ground that can be picked up, rather than effects transferred on-kill.