Increasing jungle variety
I see the effort being made to make more champions viable in the jungle. It's appreciated, but I think there's a better way; make keystones effective against jungle mobs.
Not all of them of course, but I have 4 very solid examples of keystones that could be given separate cooldowns for jungle monsters with uses that are effective against them, but not as effective when used against champions.
Grasp of the Undying: Make the healing/ draining portion effective against large and epic monsters, but only grant the stacking mechanic from an epic jungle monster proc. The damage can of course be capped if that is necessary.
Conqueror: This one is somewhat controversial, since conqueror is already such an effective keystone, so it might not be such a great idea to give it jungle functionality (Hello Morde jungle). If it was given jungle functionality, the stacks from jungle monsters could give much less adaptive force, but still give healing from damage dealt. Also, I would have the stacks fall off extremely quickly. Like, pretty much as soon as the camp is cleared, the stacks are gone.
Aftershock: Tank junglers are already pretty shit, so letting the ones that have a ton of CC have aftershock affect jungle monsters could be the boost they need to get back into viability (instead of introducing MORE damage to sunfire cape...)
Lethal Tempo: Little periodic bursts of DPS from this rune against jungle monsters could let other AS oriented champs jungle who couldn't before.
I realize that these added jungle functionalities might break some already strong champions in the jungle, but that's what targeted nerfing is for. You have these tools at your disposal, so why not work with them instead of shoehorning champions like Garen, Darius, Zed etc. into the jungle with targeted buffs like this? I'm just spitballing here, of course. Just thought it might be interesting