Interesting Jungle Suggestion
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.
advantage: AP/bonus health scaling
: Halved charge time on enemy jungle smite
: Smite enemy champions
: AoE Smite more useful (can swap out for sabre/blade if want to smite enemy champions)