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.
So the Quill Coat/Armor/Mail has been out for awhile now and a proper opinion can finally be given about the item. The item was released in an attempt by Riot to give jungle tanks a much needed boost in relevancy and power in the jungle. However, the item was a dud though as it really did not solve any of the problems jungle tanks are facing and may have had a worse effect on junglers than intended. It is not a bad item on its own and the idea behind it was good but its release and ineffectiveness echoes the problem facing Riot when it comes to trying to buff jungle tanks. My friend Foxdrop already released a video on the item and it gives a good summary of some of the things I will be going over so give it a watch!
Riot has announced that they plan on adding jungle timers into the game which will keep track of the respawn times of the buff monsters, dragon and the baron. Almost there were members of the community raging and making threads on Reddit and on and the League forums expressing their outrage over Riot's decision. There seems to be very little middle ground where some members of the playerbase expressing pure hatred for the change while others welcome it. As expected, both sides have certain good arguments on their sides although the camp expressing hatred has more silly ones. I personally do not see them as a big deal and welcome the change into the game.
For starters, the change will not affect competitive play and will likely not affect top level play either as most of the players, even non-junglers, took timers already. This just removes the burden of bookkeeping from these players. In the lower division games it will make an impact but for the better. I will explain this in a bit but first I have to expressed that I firmly believe that taking jungle timers is not an example of being skilled. There is no real skill involved in knowing timers and jotting them down. The only thing that taking timers shows is that you are considerate for others and/or not lazy. Taking timers is absolutely pointless if you do not bother to utilize the knowledge of said timers. This brings up the next point of this argument in favor of the jungle timers.