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.
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.
In this article will be giving my thoughts on the new monster buffs, jungle clearing and ganking changes. Thoughts on champion effectiveness, as in which champions go screwed and which seem strong, will be on another video. Keep in mind that all this can change if Riot wants to.First off I have to mention this because a lot of people will no doubt not shut up about it. EVERY reasonable jungler is FINE with the exception of Nautilus who seems to just get destroyed. I already uploaded a lot of examples of individual clears and I highly recommend watching them.
First a few key things have to be mentioned. The new Jungle has all new beefed up monsters that can destroy most junglers early especially the chicken camp which was the former wraith camp. To add to this, the machete was reworked again and given a 400 gold price tag which only enables you to purchase 2 potions. This is not enough to clear the jungle beyond a couple of levels.
Smite was also given a sixty second cooldown which means you will not have it up as often and it was not given a damage boost to compensate. All camps also now give you a buff if you used smite on them. The Red buff and Blue buff also have a smite buff but this is separate from their original bufffs - though those were also changed. The spawn time of the major buffs was also changed to 2:30 which means you cannot start on them anymore. Overall this makes the jungle a much more dangerous place for a lot of champions, at least for the early levels.
I am very glad that Riot buffed and changed some of these since the last one. Some of the enchantments and items were horrendous especially the smite abilities. Nonetheless I will get the enchantments out of the way since they do not really offer any variation in gameplay mechanics outside of stats. You have an enchantment for the player who wants to be a tank, physical damage dealer that is reliant on abilities, mage and an enchantment that simulates feral flare for the auto attack reliant champions. They can be built from any jungle item which is something I really like and the components for these items are really favorable for junglers. In this, I do feel Riot is making a really good decision.
Then you have the jungle items. They all sound good on paper but a couple of them are problematic though we'll get to that in a bit. First off, all the jungle items have the same jungler passive that increases the damage deal to monsters and the regeneration from machete. It is considerable enough to save most junglers from their new horrible clearing.
Every week or so I host a sort of "Fan Day" for my viewers on my stream where I play all sorts of games with them that include already established game modes by Riot or custom made ones by players. I always try to invent new game modes to give my players something new to try out and last night we attempted a new game mode that I had wanted to try for awhile. It is called Deathmatch (working on title) and is designed with anti-snowballing mechanics and ways to encourage smart combat.