Enchantments Seem Weak

The Soulforged··2 votes·467 views

Looking at all these changes, and the new enchantments for jungle items, I've noticed a lot of them seem very weak compared to any item. The a/s enchant gives 50% a/s which is not much, along with an on hit that does more than old ff, but scales the same with monster kills, which are harder to get with stronger monsters with longer respawn times. The 80 ap and 10% cdr feels weak compared to something like rylais by a lot more than it should. Rylais gives 100 ap, and 400 hp which seems a lot more than 80 ap and 10% cdr, and it also gives a slow. I understand that these enchants are not supposed to replace an item, and with the jungling buffs it provides along with smites that can help outside the jungle in some, but some of them feel way too weak compared to real items. The cool passive that lizard provided and the tenacity on golem made it a bit more worth, but the only thing I see staying is the tenacity, and even the old jungle items were quite underpowered. I'd like it if they buffed some of the enchants with more stats and maybe increased the price of buying that enchant.

5 Comments

DarthSpectrum2 votes

Please keep in mind that these are just enchantments.

The actual items they augment comes with rather nice actives. As well, these items are closely tied with smite, which now offers additional bonuses when used on jungle creeps.

In my opinion, they are quite overpowered compared to how little gold one needs to buy them.

ValyrianBlade1 votes

Think about it this way. The end cost is 2250g? The 2nd tier version is 750g, so 1500g for the enchantment. All of the stats come on the enchantment. If we assume the mana/health regen and smite buff is worth the 750g (it might be - those buffs seem super strong) then you're getting 2250g efficiency worth of stats in a 1500g upgrade, or 150% gold efficiency for the upgrade. Total gold efficiency would be (2250+750)/2250 = 133.3%. What other items in the game are that gold efficient? Very few, especially as a first item to rush.

Camps are harder, but with faster smite access you can probably stack the new FF as fast as before. The tanky option seems legitimately worthwhile as a tanky item, rather than what golem offered. The offensive option seems better than elder lizard, I like the armor pen and AD and CDR, they're all very useful.

Honestly, I really like the item changes. All of the new items sound really exciting.

The Soulforged1 votes

I'm truly fine with power level, I'm just concerned about the fact that junglers may still prefer to sell their jungle item lategame instead of clinging on to it if it doesn't give the same stats as a full item, but has a lot of power for jungling, or for that smite if you have a smite that can smite champs.

Sightless661 votes

You have a misunderstanding about each of the jungle items.

First, golem didn't have tenacity. That was removed a long time ago. The juggernaut item is actually reintroducing tenacity to the tank jungle item.

Second, the devourer enchantment starts with more damage than Feral Flare, gets just as much per monster camp as feral flare, but also gets more stacks per kill or assist than Feral Flare. It's just stronger. Period. Devourer is a better Feral Flare for anyone except a purely afk farmer. Get 1-2 kills or assists? You'll be doing better with the new item.

Third, the magus enchantment gives 20% CDR, not 10%. It gives 80 AP and 20% CDR for 2,250. Compare that to Morellonomicon, which gives 80 AP and 20% CDR for 2,400 gold. Given that magus also gives you the machete passive and the upgraded smite, I'd call it a very efficient item.

Fourth, the Elder Lizard passive may have been "cool", but it didn't actually provide as much value as the armor penetration and higher flat AD of the new warrior enchantment. This is particularly true since AD junglers will also be able to take advantage of the new ganking and dueling smites very well.

Finally, all of these items are not only stat efficient by themselves, but they also come with the machete passives and the smite upgrades. That means that they are essentially giving you the stats of a 2,400-2,500 gold item, while only costing 2,250, and while also having a machete passive and smite upgrade tacked on for free. That is efficiency.

As for buffing the stats and making them cost more, that would hurt most junglers. Having the access to their first major boost of stats delayed would be terrible. I know it may not feel great that these aren't the best items in a 6-item build, but it really isn't that important to jungler strength. Besides, I hold onto Morellonomicon in a full build, and some things like the Magus Enchantment are just as good for a 6 item build as that. I really don't think it's a major concern.

Frikgeek1 votes

Are you kidding me? Warrior costs 1500g to upgrade and gives 45 AD(same as a 1550g BF sword), 10% CDR and 10 arpen. Magus costs 1500g and gives you 80 AP(same as a 1600g NLR) and 20% CDR on top of it. These items are extremely gold efficient. You can't compare a 1500g enchantment to a 2900g Rylai's.

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