Interesting Jungle Suggestion

Bevin Kacon ··15 votes·2,150 views
All tier 1 junglers build Warriors-> 1 dmg item -> tank - "strategic diversity" in the jungle. * /r/leagueoflegends

I was skimming across some of the posts on reddit this morning and found a very interesting idea from a user by the name of Icreatedthisforyou. I found it remotely comprehensive and very balanced. I've played for 7 months, and I have not found that the new jungle is fair or balanced. I'm not satisfied where tank junglers are at the moment, and I don't think nerfing warriors enchant or any of the enchants are a good idea when there are already immense difficulties for old time favorites like Rengar and Kha'zix. Please take some time to read this post and try to understand how much junglers miss playing some of the champs that actually make us feel like we are making a difference in the game instead of recalling every 2 minutes.

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[–]Icreatedthisforyou 1087 points 2 days ago* This is a contributing factor but not the real problem. The problem is AD is simply a better stat in the jungle early on when auto attacks are such a huge portion of the damage in the first couple clears. An example for AP junglers vs AD junglers AP junglers may have 30 ap to start with (runes and masteries) but it only modifies 1 ability every 5-10 seconds. An AD jungle on the other hand with 20 extra AD on top of their base (runes and masteries), will make that damage up in 1.5 autos. The math works out to AD junglers doing about 30% MORE damage than AP junglers, when clearing. Tanks are in a comparable position. To put this into in game terms, at the time an AD jungler finishes clearing their third camp they will be approximately 750 damage ahead of their non-AD counterparts. That was why the recent post where they were looking at fixing tank jungles was kinda frustrating. Riot can't fix the individual champions when there is such a big advantage for one enchant over the others: The items are not covering the discrepancy created by one stat (AD) being vastly superior to the other stats in the jungle. If they give a tank jungler a buff to the point where it is viable in the jungle compared to an AD jungle it will simply be used in lane because it is broken there (see maokai changes). Many of the tanks (and AP champions) would be good in the jungle, the problem is Warrior enchant and even Warrior components are so strong that it renders AP and tanks irrelevant. This also doesn't account for the MASSIVE advantage warrior enchant users have over other junglers due to the cost of partial components. Long swords only costing 360g allows so much more flexibility from the junglers. As an example a AD jungler backs with 400g they get a long sword and potion. So they walk out of base with 10 damage and 150 health (potion). A tank walks out with just a ruby crystal which is 150 health. The AD allows the jungler to clear faster, resulting in less damage taken and less mana used. The potion allows the AD jungler to do additional camps or another gank. In roughly the same amount of time. This only gets worse for the other jungle items. The difference between a long sword and an amp tome is 2 potions or a ward. The difference between a long sword and a dagger is roughly a pink ward or a green ward and a potion,or 3 potions. The advantages gained, additional camps cleared, ganks made, and/or vision gained, more than offsets the cost of buying these wards/potions. These are the two things that riot needs to address to resolve this issue in the jungle right now: They need to buff the base jungle items to provide sustained jungle clear for both AP and tank junglers. The easiest method of fixing this would be to work with the monster burn on the hunter's machete. For instance a 0.7 AP ratio on the burn, would give AP a comparable influence to AD in the jungle. You could add a similar ratio based on bonus health. Plus riot needs to move enchants over to a tiered system (similar to Viktor's hexcore). To eliminate the unfair advantage AD junglers have simply in the component portion of it, because of the strength of early potions and vision. Edit: Just to be clear I don't think warrior needs nerfs. I think warrior users are exactly where junglers should be, all other jungles need to be brought up to their level, which would mean buffs to either each individual jungler OR fixing the damn itemization. Edit: To preempt this, yes by buffing the ratio it may throw some champions over the top, but if all the champions are on close to an easy footing it is much easier to bump a handful up/down in the jungle through buffs/nerfs, than try and make sweeping changes to multiple champions that could potential impact lanes.

14 Comments

WooBeeWoo4 votes

This is a great idea.

SecretAgentHulk3 votes

I like this. Would there be value in adding it only to Machete and keeping it out of the upgrades (so that it's an early game buff only)?

SecretAgentHulk3 votes

Trying to work through this: item 1039 advantage: AP/bonus health scaling

Why to upgrade and remove advantage: item 3711 : Halved charge time on enemy jungle smite item 3715 item 3706 : Smite enemy champions item 3713 : AoE Smite more useful (can swap out for sabre/blade if want to smite enemy champions)

I think that would work. I'm Bronze, but I play tank Malphite occasionally and I just need a bit of help to get me to Trailblazer for a few levels until I'm powerful enough to switch out for Blade.

rinsujo2 votes

Well, maybe leave it on Poachers, since it needs some strength anyway, but otherwise, that sounds pretty good.

Bevin Kacon 2 votes

I've had success with vi, Jarvan, lee sin, hecarim. But I miss playing rengar, sejuani, the main fix needs to be clearing, there's no reason I should be struggling staying above 60% health after my second back with rengar, I've resorted to buying a vamp scepter on particular champs to keep up, and while this isn't game breaking, it does set back my build and keep me from applying the correct map pressure. The jungle is broken right now. Certain champions had trouble with the OLD jungle. Now they are struggling harder and risking more just to secure their buff while shaco can clear both buffs with full hp? I think that restricting the champion pool of potential junglers is a bad idea. I Don't care about the nami jungle or twisted fate jungle, but if the champion is geared for the jungle then it shouldn't be a chore to clear your camp. I also think a new mastery page would be appropriate, while not necessary, you could definitely fix some of these issues through more jungle oriented masteries.

Centuros1 votes

Devourer is the only enchant I really rush, mostly because it scales with time (clears). The rest can wait until I have my actual core items and am completely sure I don't want to change the machete upgrade (going with the farming upgrade early and later switching to one that can be used on champs is a nice strategy now for some characters). It's not a problem with the enchants at all, it's a problem with what the junglers WANT to buy. The only possible "fix" to the itemization would be a heavy tank item that also gave AD (like if Mallet was actually good).

Celeste Benal1 votes

I've found the problem to be with the 1st upgrade to smite items. They offer literally 0 stats of any kind. Just a slightly better return on resources with no damage increase. So that second clear goes a lot slower.

This is where I want to start looking at an early gank. But I have so little damage its hardly worth the effort. I'd like to see some token stats on the 1st tier jungle items like a small bit of lifesteal, a bit of AD, a bit of AP, or a bit of AS. Or I can just build Doran's Blade and say screw everything else. (I may try this tonight.)

RogueWill1 votes

Actually your math is wrong. Jungle monsters have no MR whatsoever so the magic damage dealt is pretty much true damage while the AD damage is reduced by the armor of the monster.

If anything the AD champions has a bit more of sustain due to lifesteal

Bevin Kacon 3 votes

I don't see any incorrect statements in the original post. We're simply stating that AD junglers are great right now but that doesn't mean they should nerf their jungle item. They need to bring the other junglers/jungle items up to par.

RogueWill1 votes

I did the math, the AP champions will do 12 damage less per second during the early levels. which means is just an extra machete passive

FyreNinja1 votes

It's the most simple/greatest idea I have ever heard. I have often thought of running AD runes on Elise, my favorite Jungler, for the simple reason that I will have a faster clear.

I completely agree with the concept and I will try upgrading my machete with long sword just to see what happens....

TEKadeo1 votes

Love this idea, attach scaling AP and HP ratios to the burn (and the Gromp buff maybe). I have to run AD marks and AP quints to go with 13 in the utility tree to make the jungle work on Sejuani. It works well like this, but when I play Vi I can build all AD and have no problems. It's a pretty big difference.

AD marks do very little for me later in the game on Sejuani, but are pretty huge on that first clear. After 10 minutes I am sitting on 500 HP while bruisers have 40 AD, guess which makes the jungle clear faster?

It is fine to compare gank damage potentials and say tanks are better for team fights/late game so they deserve to be lower...but we are all junglers and the clear efficiency of terrain shouldnt be this drastically different.

Theorchero1 votes

+1

Vlasimuthe1 votes

This is a part of the main issue which is why ADCs are so good, their items are more gold efficient than tanks or AP. Their build paths are so efficient and counterbuilding is so easy for them. Health stacking? = Botrk, Armor stacking? = LW, none of the above? = BT. AD class champs in general can itemize so much easier and better than other types of champs and like you said, AD is so much better for killing creeps and farming. This is why at a fundamental level the game is kind of broken, Riot needs to fix the foundation of the game before the start trying to change superficial aspects of the game like jungle clearing or laning phase matchups. Making a change at the top level to balance a problem will unbalance every other previously balanced aspect.

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