The Jungle Changes
TL;DNR - Jungle champs and items are out of balance. Nerf Irelia.
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1. Issue with early-game Jungler Strength Discrepancy -
2. Shop UI issue with Mark upgrades, and how unwieldy it is. -
3. Issue with MoD being non-cost effective. -
4. Observation suggesting that Ranger's Trailblazer is perhaps too generous to junglers.
So, I've been playing around with the new jungle and watching games and seeing how everything works, and I'm sure some of this has been mentioned elsewhere, but my thoughts on the matter are as follows;
-1- First, while, overall, I love the new jungle, it just feels better to me... there appears to be a major discrepancy in balance for certain junglers. Some old, solid junglers can't even consistently complete the first clear (Nocturne for instance) and can even run into some trouble on the second or third clear, while others (WW and Fidds) are still able to not only complete that first clear, but continue on like it's no big deal.
Solution to the junglers falling behind shouldn't be too tough to rebalance with a little armor or AS, or a small buff to the hunter's machete's passive regen.
For Fidds and WW, though, have you guys considered balancing the Lifesteal / Drains on their abilities to not be as effective on Jungle monsters? Perhaps Halved or thirded, which should still provide a solid amount of jungle ability, but at least force them to gamble or recall a little more often early game.
-2- Another something I've noticed, that is super-annoying and maybe a little nit-picky, is the machete progression. The shop UI is a pain in the ass, with time wasted clicking, if you deviate from the suggested item path for the machete, when you are ready to enchant it, due to the way the coding works.
Ideally, you wouldn't have to click on the item in your inventory, which may be covered by the shop screen, depending, or click on the machete, then the form you grabbed, then the enchantment.
Either the Shop UI would adapt to the machete upgrade you went with or the enchantment would be a special applied to the existing item so it could be put in the suggested screen for quicker application. Oddly enough, this issue bothers me less with boots, which function similarly... probably because the suggested boots are usually not entirely wrong for so many situations.
To those who might say "custom item lists" exist, they do, but that doesn't exactly help the majority of players, and the machete upgrade choices do have some more deviation than a single custom list can handle with elegance. Either you have up to 15 items you aren't interested in cluttering up your shop ui, or you have up to 15 custom shop selections you don't care about and have to click through to change to be appropriate (6-8 probably the most likely number though).
-3- Thirdly. Mark of the devourer. Great enchantment for certain champs, however, it is the only enchantment that punishes you for building it late. If you know you want to build it, you have to rush it ASAP to begin building charges on it to get the most use out of it, because other than attack speed, its only other benefit is that stacking magic damage. This can set the less solid jungler's back further if the enchantment is good on them, but building it immediately sets them back further in effective build order.
I don't even know if I'm describing it well enough, and I sort of lost my train of thought, but basically the cost-effectiveness of MoD lowers drastically the longer the match goes without your purchasing it and the further behind your team is, and that issue forces you to build it first, but lowers the jungle effectiveness of some champions, that MoD would instinctually fit well on, to the point where MoD isn't effective to buy in the first place. Especially if your team does start falling behind a bunch, but you've already committed to MoD, when MoJ might now be better (Apologies if this was a little redundant)
The fix for this is conceptually "simple" in theory. Allow the Machete upgrades to start stacking for MoD (should you choose to build it), in a very similar manner to Madred's Razors, Then apply them to MoD, or delete them from the buff bar, upon upgrade.
Maybe have a threshold before it starts stacking damage, Maybe have a cap on how many you are allowed before being heavily encouraged to upgrade to MoD, Maybe only one stack given on Champ K/A's until upgraded - But something that allows an AS jungler to adapt to the game and his jungle at least until mid-game without being penalized for it.
This can actually help serve to alleviate some of the jungle clearing issues that some AS champs have in the early game, that I mentioned in my first point too.
-4- Lastly, just an observation on Machete upgrades in general. I'm seeing a lot of Ranger's Trailblazers on Plat+ junglers and it baffles me a little. Don't get me wrong, safety in clearing the jungle is very good, I get that, but I'm seeing it on champions where that shouldn't really be a problem for, like Hec, Udyr, even WW and Fid... it makes me think that perhaps you were too generous with the lower CD and heal proc on Smite, since it is otherwise not a strong choice for any of those champions who are already very safe in the jungle.