Poacher's Knife QoL Changes and/or Buff

Physikal··1 votes·338 views

item 3711: Poacher's Knife has absolutely failed to achieve anything as a counterjungling item, as shown by its 0.02% popularity - courtesy of lolking.

The primary reason behind this is the fact that as soon as the enemy gets any vision of you, they can see the Poacher's Knife in your inventory, spend around 300 more gold on wards and ward up all jungle entrenches, essentially ruining your gold investment completely when compared to the other jungle items you could've taken (in terms of effort vs reward).

I have a proposed change (and an optional buff) that could possibly help improve upon this problem:

Add three build options to Poacher's knife - all 3 cost 0 gold, the only thing they do is they change the name of the item to one of the other three jungling items, but still keep the stats/passive/smite of Poacher's knife. This will make it harder for the enemy to determine if you have poacher's knife or not, since now the only way to tell is to catch you killing one of their camps that you smited. I believe this change, even if not the solution, is a step in the right direction for Poacher's knife.

However, it still has relatively simple counterplay in that with just two well placed wards, you can have vision of anyone stealing your camps except the stoner brothers fairly easily. I'm not sure how detrimental this is, but the PBE exists for a reason and they can try out changes if needed.

While dealing with the Poacher's Knife, it's also important to remember that its objective is to make counterjungling viable for more champions rather than making current invaders stronger. In light of that, I have another simple suggestion that can be applied to the knife if the previous change isn't enough to make it a good option:

When you smite any big monster (Gromp, Big Raptor, Blue golem etc) in the enemy jungle will stealth your champion for the next 3 seconds (after a delay of 1 second, increased to 3 if you take damage). This stealth is broken if you attack, but isn't broken by taking damage from AoE/Skillshots - only delayed. After exiting this stealth, your champion can't be stealthed again for the next 10/7/5 seconds (not sure about which of these numbers is better).

Some people may argue that this is rather complicated and goes against the idea of simplicity, but I'd like to stress that counterjungling by itself is an advanced strategy which isn't easy or simple to execute. I'm sure with some discussion, these ideas can be further enhanced/refined into clearer, and perhaps even more effective ones that shall finally make Poacher's Knife viable without making it too strong.

The critical point I wish to make here is that neither of the changes help your dueling potential OR your contesting potential (over epic monsters) OR your ganking potential - they only help you in stealing enemy jungle camps, give you an escape if you lack one, making more junglers viable as counterjunglers.

tl;dr: Make the item 3711 look like item 3715 or item 3713 or item 3706 when you buy it for no additional gold cost. If more buffs are needed, using summoner 11 on a big monster in the enemy jungle with Poacher's knife puts you in stealth for a short duration (3 seconds) after a delay (like Twitch ).

2 Comments

50000000000000001 votes

I don't think making it look different will solve the problem. You can still hover over the item and see the description. Also, stealth can be abused.

I do agree that item 3711 needs love, but this is not the way.

Physikal1 votes

{quoted}

I don't think making it look different will solve the problem. You can still hover over the item and see the description. Also, stealth can be abused.

I do agree that item 3711 needs love, but this is not the way.

What if they see the wrong description too?

As for stealth, I think a 3 second window of oppurtunity will be fairly hard to abuse in terms of ganking potential, though you might use it to get the jump on the enemy jungler, reactions can pings can negate your advantage (they have a smite for combat, and their teammates are closer). As an escape, it can be delayed heavily with damage, and if you manage to escape anyway, then it's good because that's how poacher's is supposed to work - you steal the enemy jungle, avoid fights with the jungler. The gold advantage can never be too high unless the enemy jungler doesn't clear at all.

The critical point I wish to make here is that neither of the changes help your dueling potential OR your contesting potential (over epic monsters) OR your ganking potential - they only help you in stealing enemy jungle camps, give you an escape if you lack one, making more junglers viable as counterjunglers.

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