Tank Jungler 'Fix' Attempt
Edit: Okay, some folks voted 'TL;DR', which means this post is probably a little too dense. I'll put a proposal summary at the bottom of the post in a block quote like this one. You can skip to that if you don't wanna read it all! Let me know if that helps!
Hey, guys! Breakstar here. I want to take a swing at this Tank Jungler problem.
Let me know what you guys think! :D
-
Assumption: Tank junglers are balanced early in the game.
-
Assumption: Tank junglers fall off relative to damage-focused junglers post-6.
-
Assumption: #2 is caused by the slow post-6 jungling of tanks.
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Assumption: Tank junglers almost always buy
. -
Assumption: The lower damage of tanks causes them to lose jungle sustain relative to damage-focused junglers when considering the 'Butcher' item passive.
Knowing all that, here's my shot at a 'fix'.
Spirit of the Ancient Golem
Cost/Stats/Tenacity/Conservation (Same as Live)
UNIQUE: Butcher(Removed)
UNIQUE: Preparation (New!)
Preparation: Whenever you deal damage to a neutral monster with a spell, it adds one stack of Preparation, up to three. This ability has a four-second cooldown. When
is used on a neutral monster that has three stacks of Preparation, its cooldown is reduced by half. Furthermore, finishing off a Prepared target with
heals the user for 5% of the target's max HP as health, and 3% of the target's max HP as mana (if applicable), per stack of Preparation.
This healing is capped to 15% of the user's max HP and mana.
Preparation stacks vanish if the camp is allowed to heal to full health.
TL;DR? Basically: If you take a long time to kill a jungle camp, Smite's cooldown is partially refunded, allowing you to use it again sooner in the jungle. This makes tank junglers less dependent on their low-damage abilities by giving them more Smites. It also comes with some sustain to replace Butcher.
Okay! So, what's next? Here are some important concerns:
- "What spells trigger Preparation?"
As a general rule, any spell that applies Rylai's or Spell Vamp will apply Preparation stacks. To match the current rules for spells, on-hit spells like
and
Qs would *not *apply stacks, but the damage dealt by
and
Ws *would *apply stacks, subject to the 4-second cooldown.
- "Wouldn't this result in fighter junglers building
and then stacking damage, increasing their jungle speed to LUDICROUS SPEED?"
It's a potential concern, but the cooldown on stack application means that the cooldown refund on Smite only benefits champions that take *at least *8 seconds to clear the camp. If that's too short, the cooldown can be lengthened - that's just a matter of tuning.
- "8 Seconds? But if the cooldown is 4 seconds, and it takes 3 stacks to get the Smite cooldown refund, shouldn't it take 12 seconds?"
Easy mistake to make - I was mixed up by this too in the concepting phase.
When the jungler first attacks the camp, that applies the first stack, then they wait for one cooldown. They hit it again (second stack), wait for the cooldown again, and then apply the third stack. They can now smite the camp and get the full refund. Because they don't have to wait for a third cooldown, it's only 8 seconds.
- "Wait, it doesn't say that only the champion with
gets the heal/cooldown refund if they Smite the camp! Doesn't this mean an enemy could Smite-steal your camp and take all the Preparation benefits?"
Yes, absolutely. This is intended; aggressive counterjungling and contested smites should be rewarded, especially as the intended counterplay to tank junglers - generally poor duelists. This also means that a smite-stolen Dragon or Baron is even more devastating to a tank jungler, for better or worse.
- "What champions benefit the most from this item? Which champions could become problematic?"
Naturally, slow-clear tank champions are the most likely beneficiaries.
We could see a resurgence of low-damage junglers like
,
, and
, but it'll mostly help champions like
,
,
,
, and
.
is the main champion I could imagine 'abusing' this item, because it would help alleviate his weaker lategame without harming his brutal earlygame.
- "Why 3 stacks max?"
Any fewer than 3 feels silly, but I worry that 4 could be a problem for tanks who don't have a lot of damaging abilities (
and
, for example) or short cooldowns.
- "Those numbers are terrible!"
They are, of course, subject to tuning and balance.
Edit: TL;DR
- Tank Junglers clear too slow post-6 to keep up with with damage-focused champs
- Tank Junglers don't get much sustain from Butcher since they deal little damage
Therefore I suggest we change
so that instead of Butcher, it has this:
UNIQUE PASSIVE: Preparation: Using a spell on a jungle camp adds a stack, up to one stack per four seconds. At three stacks, using Smite on the camp will refund half of Smite's cooldown (40s -> 20s) and heal the user based on the camp's max health. This won't speed up already-fast junglers due to the stack cooldown, but it'll help the slow ones clear safer and faster.
So, guys. Thoughts? :D