An idea for jungling items

ShinRaigeki·4/26/2014, 3:58:45 AM·1 votes·802 views

What we have right now far as balancing is the fact all the jungle items effectively share the same few core items. Not only that, but there's really only 2 route for jungle items (Spirit Stone, Wriggles).

I'd like to suggest the following:

A: "Sustain" Tree

--This would be the current "Spirit Stone" tree. This would be for champions who have mana gating issues, and restore an amount of mana equal to a small % of missing MP, similar to Athene's, whenever a large minion's killed.

B: "Aggressor" Tree

--This would be a tree that scales VERY slowly, but scales as the champion does. This would be closest to the "Feral Flare" Tree at current. This tree would benefit far more from ganking than simply farming in the jungle, although it scales on both.

C: "Hunter" Tree

-- This tree would feature tools for "hunting" in the jungle. This would be the tree for Counter Jungling or counter-counter jungling, equating to something like a Centralized expanded fog of war that sees into brushes/through trees for a short period of time, or registers differences between your own jungle camps and the enemy's and gives better advantages.


Example of the new materials

Note: All Jungle items would be given their own category known as "Jungle". You may only own one jungle item at a time.

SPIRIT "Sustain" Line

Spirit Gem (T1) (300 G)

UNIQUE - SPIRITUALISM: Against monsters, deal 10% bonus damage and restore 6% of damage dealt as health and 3% as mana

Spirit Stone (T2)

Spirit Gem + 400 G

UNIQUE - SPIRITUALISM: Against monsters, deal 20% bonus damage. When you kill a Large or Epic monster, restore X% of your missing health and Y% of your missing mana.

Spirit of the Ancient Golem (T3)

Spirit Stone + Kindlegem

+400 Health

+10% CDR

UNIQUE - SPIRIT DRAIN: The duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes are reduced by 25%. This is increased by 1% per large camp killed. (Max 15 stacks) [Does not apply to Spirit Gem/Stone]

UNIQUE - SPIRITUALISM: Against monsters, deal 30% bonus damage. When you kill a Large or Epic monster, restore X% of your missing health and Y% of your missing mana.

UNIQUE - CONSERVATION: You generate Conservation stacks every 1.5 seconds, up to 80. Killing a large monster will consume up to 40 stacks and grant 1 bonus gold per stack consumed.

You may only be in possession of 1 Gold Income item.

Spirit of the Elder Lizard

Spirit Stone + PickAxe

+30 AD

+10% CDR

UNIQUE - SPIRIT DRAIN: Grants 1 Additional AD per large monster killed.

UNIQUE - SPIRITUALISM: Against monsters, deal 30% bonus damage. When you kill a Large or Epic monster, restore X% of your missing health and Y% of your missing mana.

UNIQUE - CONSERVATION: You generate Conservation stacks every 1.5 seconds, up to 80. Killing a large monster will consume up to 40 stacks and grant 1 bonus gold per stack consumed.

You may only be in possession of 1 Gold Income item.

Spirit of the Spectral Wraith

Spirit Stone + Fiendish Codex

+50 AP

+10% CDR

UNIQUE - SPIRIT DRAIN: Grant 2 AP per large monster slain (max 15 stacks). [Does not apply to Spirit Gem/Stone]

UNIQUE - SPIRITUALISM: Against monsters, deal 30% bonus damage. When you kill a Large or Epic monster, restore X% of your missing health and Y% of your missing mana.

UNIQUE - CONSERVATION: You generate Conservation stacks every 1.5 seconds, up to 80. Killing a large monster will consume up to 40 stacks and grant 1 bonus gold per stack consumed.

You may only be in possession of 1 Gold Income item.


Aggressor Line

Wriggle's Lantern

UNIQUE - MAIM: Basic attacks against monsters deal 100 bonus magic damage and restore 10 health.

UNIQUE: Gain 30% increased gold from monsters

UNIQUE - GOLD INCOME: You may only be in possession of 1 Gold Income item.

Active UNIQUE: Places a Stealth Ward at target location that lasts for 180 seconds. 180 seconds cooldown (600 cast range).

**Transforms into Feral Flare at 30 stacks. Large monster kills gain 1 stack, assists and kills gain 2 stacks.

(Kills gained while using Hunter's Machete or Madred's Razor count towards the transformation.) **


Hunter Line

Hunter's Eye

300 G

UNIQUE ACTIVE - NIGHT VISION: For five seconds, brushes within a short distance of sight [roughly 1/3rd Fog of Ward] are revealed to the owner. [IE: cannot see the golem bush from the other side of the wall]

UNIQUE - HUNTER: Every time you damage a monster, increase your AD by 2 and your ARMOR by 1 for 2 seconds.

Thermal Goggles

1200 G

+200 HP

Hunter's Eye + Sight Stone

UNIQUE ACTIVE - NIGHT VISION: [Requires 10 Large monster kills to grant the following]. For 5 seconds, the user obtains vision of brushes within a distance [same as Hunter's Eye]. [Note this is not 'of sight'. As such it can see bushes behind walls.]

UNIQUE: Ward Refresh - Holds 1 charge and refills upon visiting the shop.

UNIQUE ACTIVE - GHOST WARD - Consumes a charge to place a Stealth Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time.

Call of the Wild

2300 G

+300 HP

+10% CDR

Thermal Goggles + Kindlegem

UNIQUE - NIGHT VISION: [Requires 10 large monsters] For 10 seconds, the user obtains vision of bushes within a distance. (does not permit sight outside of bushes).

UNIQUE: Ward Refresh - Holds 2 charges and refills upon visiting the shop.

UNIQUE ACTIVE - GHOST WARD: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time.

Hunter's Claw

Hunter's Eye + Dagger

+20% AS

900 G

UNIQUE - Slaughter: Restore 3% of your missing health and mana times the number of large monsters you kill in a row on the enemy's side of the jungle. This ability's put on a minute long cooldown if any small monsters are slain. [Baron Nashor and Dragon are not counted as being on either team's side].

UNIQUE - HUNTER: Every time you damage a monster, increase your AD by 4 and your ARMOR by 2 for 3 seconds.

UNIQUE - Poacher: Gain an additional 25% Gold every time you kill a monster in the opposing side of the jungle (Baron Nashor and Dragon do not count).

Hunter's Gun

Hunter's Claw + Recurve Bow

+50% AS

1900 G

UNIQUE - Slaughter: Restore 5% of your missing health and mana times the number of large monsters you kill in a row on the enemy's side of the jungle. This ability's put on a thirty second long cooldown if any small monsters are slain. [Note: Baron Nashor and Dragon are not counted as being on either team's side.]

UNIQUE - HUNTER: Every time you inflict damage, increase your AD by 6 and your ARMOR by 3 for 3 seconds.

UNIQUE - Poacher: Gain an additional 50% Gold every time you kill a monster in the opposing side of the jungle (Baron Nashor and Dragon do not count).


Opinions? Mind you a lot of this is just concepts to make each one unique and fun in it's own way.

7 Comments

ShinRaigeki4/26/2014, 4:17:58 AM1 votes

Editted the "Hunter" line. They now require a set amount of large monster kills AFTER obtainment to activate "Night Vision".

They lose the "Hunter" benefit since at the tier two it splits off into one seperate item (much as the Madred/Feral Line will when I finish that concept) which has it's own T3 item.

ShinRaigeki4/26/2014, 5:03:42 AM1 votes

Added the other half of the "Hunter" line.

Angry Monster4/26/2014, 5:29:07 AM1 votes

way to many items. You need to scale back how many thing us have there. Also some of your stat ideas make no sense.

Examples

Pacher- this skill makes no sense. While people like to think they own a part of the jungle. In reality you do not. It is just safer where you can run and hide by a turret.

Slaughter- So you are going to force people to farm the jungle more. Riot has stated that afk farming was not there gial. Slaughter promotes AFK famring.

NIGHT VISION - game breaking. Makes it so at some point you could not win if your team does not scale as well as others. This will encourage late game teams to the extreme. You never have to work about bush ganks when warding.

Thorne Lionsbane5/2/2014, 7:36:37 AM1 votes

have the bush sight be only for you, make it available only to champs that come standard with a hunters machete as a starting item to prevent stacking. give it a five minute cd like flash to prevent spamming, and have slaughter only proc on enemy camps so that way you have to counter jungle. I get the idea of the items, and I like the diversity, but it grants some junglers too much in the jungle, just think that a rengar is in the top bush on the blue side above red just waiting with out a ward in the side to hop on the jungler that drags it in there because he can see into it.