S6: A harder Early for many (Junglers)
http://vignette3.wikia.nocookie.net/leagueoflegends/images/6/69/Challenging_Smite.png/revision/latest?cb=20141112001143 I am focusing on the early stage of the jungler's game, it is a problem at level 1 as many persons had to go back to the base too early, getting behind in the jungle. Still I know it is the Pre-Season, but for that reason the feedback, a detailed one is needed, If you read and agree please give an upvote so that this thread gets a better chance of being heard by the Rioters.
The problem now is one; machete does not regenerate as much life as it did before, because the life steal in early game does not work well as a mechanic against monsters, also the damage it grants against monsters is low, specially if you compare the gold cost to other early game items like Doran's Blade, and the hunter talisman only procs upon spells. So many junglers are going to have issues in the early game, having to go back too quickly. Note that I am not saying that Life Steal is a bad mechanic.
The issue with
Life Steal is that it will benefit more some champs than others, since it will benefit only from auto-attacks and will scale better with attack speed, therefore it is like forcing some AD champions to build attack speed, which hurts variety (and we are seeing it already), it would be better to return it's old mechanic which caused an overtime DPS plus life regeneration, maybe it could be set as a 2.5 seconds or a 3 seconds DPS, so that the gap between those champs that use attack speed and those who don't but still have to use Machete (as an AD jungle item) will be less.
And same goes for the
Talisman, as it will benefit champions that can spam skills, and in level 1 it is hard for many champions to spam skills (because not all abilities are AoE and some have more than 10 seconds of CD), still I think the item is good, but I think it could use a longer buff duration (8-10 seconds) but with the same DPS/Regen per second, therefore the difference between champs than can spam skills and those who don't will be less.
There is also the small problem of
, you loose life regeneration per second in order to get more charges with the update. I would recommend to reduce the max number of charges to 4 and set the life regeneration per second to 8 per second (total 80 life regeneration), mainly because if you update the
into a
you are loosing a 20% of the life regeneration power per second, and that in some times is the difference between life and death.
About the XP: I think Riot added the XP gain passive on the Hunters Machete and Talisman because many toplaners and other players were killing the jungle camps on the first minute to gain the LVL and then they will use TP to get on the lane with an extra level (and that is why they nerfed the XP gain from monsters). It could be better if they add the XP gain passive to the
and change that item mechanic for something more useful (like gold or more sustain against monsters), in that way they could prevent that situation without hurting the junglers too much.
About
Warrior: I know that when the rework over the item was designed it was meant to be focused on high AD and a decent amount of CDR, but when you hit late game you just feel the enchantment has nothing special about it, and you feel the need to sell it and buy an item with a real mechanic. But when the item provided Armor Penetration you didn't feel this need, even if the AD was less in terms of worth, the Armor Pen has more worth. I know you did this to prevent a build with
+
, which would render armor nearly useless, but it could be solved by making
Armor Pen as an Unique Passive or making Warrior's armor pen an armor shred effect that activates itself with the enhanced Serrated Dirk attack (but this is me just going crazy, so ignore it if you disagree) . Also a new build path with
could create that what you Riot are searching; an unique Warrior Enchantment mechanic. Maybe you could take the passive from Serrated Dirk and make it proc upon Large Monster kills and Champion kills, so that the jungler gets rewarded after killing a large monster with an enhanced damage capacity upon a single target spell or an auto-attack, which could be good for ganks.
About
Runeglaive: Well, it currently grants less AP than the AD granted by Warrior, and it says a lot, I know it grants CDR, but it should be an item focused more on AP than Mana/CDR. I just recommend reducing the mana granted to 200 and to set the AP to 50. Also It would be good to see a new graphic effect on the proc (like a spark?).
About
Devourer: it is just so OP and frustrating! it hurts the gam.... Im kidding :D, but some bugs where reported on it, where the junglers were not receiving the charges upon assists or assists against large monsters and epic monsters, also it would be cool for the jungler's with sated devourer to get an special effect on their hands or weapon, in that way we know they have a sated devourer and they get a cool effect which makes them look better.
You can now see articles online saying that the jungler items have much less gold worth than before, because the base items are now more expensive with less benefit in general and with more benefit for certain champions , so it needs to be fixed for a more healthy jungle
I know right now some junglers are doing A LOT BETTER than they did before in the jungle, and some of you are happy about it, but it would be better to have more equality and a more healthy gameplay in the jungle.
With love Chery :D [slayer-jinx-wink]
All extreme lifesteal champs be like: NO WE MUST DOMINATE THIS GAME EARLY!
150 health X 3 (50 gold) = 450 health for 150 gold