An idea for jungling items
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.