So even though jungle tanks tend to be in a sorry state in comparison to their bruiser brethren, I still enjoy playing them and I am sure a lot of other players prefer to play them instead. The new jungle does kick the ass of a lot of tank junglers but there are a couple of easy ways to mitigate the harshness of the first and second clear.
There are two methods of bolstering your early clearing and they are both very viable but require different factors to be taken into account. One of the methods is far better if you do not know how strong your leash will be, or if you do know how strong leash will be and it happens to suck, and it unfortunately requires you to tamper with your build and alter it into something that may not be preferential to your preferred jungle tank. The other method allows you to take any build you want, runes and masteries, but, even with a leash, will often require you to forfeit your potential for an early gank and hinder your versatility in clearing.
Chum the Waters [R] - Now amplifies Fizz's damage to the target by 20% for 6 seconds
Seastone Trident [W] - Passive is now 20+0.45*AP damage over 3 seconds and no longer scales per level. Active now deals an additional 10/20/30/40/50 plus 4/5/6/7/8 % of the target's missing Health as Magic Damage on hit (down from 30/40/50/60/70+0.35*AP)
Urchin Strike [Q] - Now deals 10/25/40/55/70+0.3*AP magic damage (down from 10/40/70/100/130+0.6*AP)
Buster Shot [R] - AP Ratio reduced to 1* (down from 1.2*)
Explosive Charge [E] - AD Ratio reduced to .5 and AP Ratio reduced to .5 (down from .7 AD and .7 AP)
Now costs 850 gold (down from 950)
NOTE: All item which build out of Aether Wisp have their total price unchanged
Now gives 40 Attack Damage (down from 45)
Now gives 80 Ability Power (up from 65)
Now gives 10% Life Steal (down from 12%)
Tooltip Update: "The first and every fourth Voidspawn gain 100% of Armor and Magic Resistance as damage." from "After the third Voidspawn made by a Void Gate, additional Voidspawn gain 50% of Armor and Magic Resistance as damage."
The new season is finally coming in, as in pre-season is ending, and I feel I can finally make up my mind on this new jungle. I was waiting for all the potential changes to come in and I figure the smite charges is going to be the final thing they change.
Honestly, the new jungle is neither great or bad, it feels pretty much the same as the previous jungles really with a few things that were added that give it this sort of illusion that it has changed a lot. With what Riot has settled on it's more like they decided to just give smite a slow on champions, a mini-oracle wraiths (now the chickens), warped the values of dragon and baron and threw some crabs in the river. What I mean by that is that they did change the jungle but that the changes to the jungle brought no real variety to the game. It's not to say that Riot didn't try to bring variety though. Riot cannot expect simple changes in the game to promote variety without changing the outliers that make it impossible - which are the champions that are so strong they overshadow everyone else or too flawed that they are pointless.
Riot, does reporting for intentional feeding, assisting enemy and refuse to communicate do anything at all?
Our reporting system lacks a direct feedback component which lets players know when action ends up being taken on people they've reported. I think this could be improved in the future. But reports matter whether you see the results or not.
With that said! Over the years we've added to our PB systems behind the scenes and player reporting is really just one component of many that help us determine where intervention might be needed.