Statikk Discusses Preseason Jungle Changes
Read below as Statikk gives us a quick look at the future of the jungle
Important: Statikk is now answering questions in the official thread. You can check out our red tracker for easy viewing of all the questions and answers. We will round them all up in tonight's roundup as well for your easy viewing.
Weve made some jungle changes in the coming patch, aimed mostly at easing the early game pressure on the lanes and opening up the roster of viable junglers. Im Statikk, and I was the primary designer on the preseason jungle changes. Heres an in-depth look at how we plan on accomplishing these goals.
Reducing early game pressure
Season Two opened up more opportunities for junglers to create early game action through ganking lanes. Although this had an overall positive effect on the game, the current rate and effectiveness of early jungle ganking (particularly through brush camping) applies an overwhelming amount of pressure to the lanes. This significantly reduces the number of champions that can lane effectively by requiring them to either be able to farm from a very safe distance or have a reliable means of quick escape.
To alleviate some of this early pressure, we want to make early ganking from the jungle a more difficult, conscious choice that will require constant monitoring of the risks involved. To accomplish this, we are increasing the damage dealt by jungle monsters. This means that junglers who gank early will likely be at lower health and not equipped with Boots of Speed unless theyre specialized or have made tradeoffs to acquire quick gold.
To combat this spike in jungle difficulty, were introducing several jungle-specific items to the game. For example, Hunters Machete is a great starting item which can be purchased at the beginning of the game to help you efficiently clear jungle. It also eventually upgrades into multiple build paths that include several of your favorite mid game jungle items such as Madreds Razor and Wriggles Lantern.
Increasing Jungle diversity
In Season Two, strong junglers were typically characterized by high area-of-effect damage, utility skills, and early ganking presence. During the preseason, we want to increase the diversity of viable junglers by ensuring that champions with other strengths can also shine.
Firstly, we are going to reduce the emphasis on area-of-effect damage dealers by re-balancing more of the health and damage into the large monster in each of the camps. This allows single-target damage dealers such as Gangplank to have more competitive clear times.
Next, were also going to significantly increase the rewards (gold and XP) and scaling difficulty (health and damage that the monsters gain over time) of the jungle as a game progresses. This way junglers who shift their focus toward farming the jungle efficiently can acquire gold and experience faster. This opens up the jungle to many of the more damage-focused and gold-reliant champions like Master Yi who need to scale into the later parts of the game.
Lastly, as we mentioned earlier, were going to increase the damage dealt by monsters in the jungle. This should allow high-sustain junglers such as Warwick or Fiddlesticks to break back into rotation by giving them an edge over the competition.
The new items will also be a factor here by opening up build paths for champions who previously had poor jungle itemization such as mages and attack damage casters.
Quality of Life and Meta Adjustments
We are also making many other smaller adjustments to the jungle, including:
- Jungle monsters now attack the nearest target rather than attempting to chase their original attacker to make their behavior more consistent
- Wraith camp gold rewards have been reduced and golem and wolf camp gold rewards have been increased to better match their respective difficulty and convenience
- The wraiths have reduced attack range and the large wraith has been repositioned within the camp to force mid laners to commit more when farming them for extra gold
- The golem camps monsters have increased movement speed to make them less vulnerable to kiting, especially early on by the blue side bottom lane
Overall, we hope these preseason changes will make the jungle a place where more varied champions, roles, and playstyles are viable. We dont intend to remove any of the junglers that are currently viable only add to the lineup.
As usual, were open to making changes as things develop, and we want to hear your feedback on both new junglers and your standbys as you experiment. Dont hesitate to leave us a comment once youve hit the Fields of Justice!


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Posted 11/11/2012 12:32:38 PMThe removal of leashing is kind of meh. I thought it was a fun part of the game, even though it might have been a bit too strong.They could atleast change it so after 5 seconds in combat, it attacks the nearest target.
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Posted 11/10/2012 3:46:49 PMTrundle's strength has always been known, his popularity however?
Trundle be strong, Season 1 or 2, but when people want tanks, the bruisers arn't picked.
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Posted 11/11/2012 2:40:27 PMStrong, yeah.
Picked? I doubt it.
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Posted 11/11/2012 6:15:34 PMHe'll be picked. Like I said, he applies more early Pressure than most of the current junglers(Besides Nunu and Cho) and also applies more objective pressure because of how Trundle works. You can keep thinking he won't get picked, but he still shows up in Platinum games every now and the, because the comps he's good against he is REAL good against.(i.e., poke)
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Posted 11/12/2012 8:30:18 PMAmongst the lowest winrates in the game for most of the last year. He lacks mobility and actual scaling(all his skills are flat). His animations are piss poor as he needs to stand still for a split second to cast his spells. His ganks are... decent. He can force a Flash or a Dash with a good pillar but he doesn't do that consistently. He can become viable if the jungle starts hitting a lot harder, but he won't become top tier in a while unless his actual kit is buffed.
He's pretty fun though, I'd play him more if Riot fixed his animations.
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Posted 11/9/2012 9:47:32 PMGlad to see Trundle is going to be a force to be reckoned with again. All the things they are saying benefit him.
-1v1 junglers will be better
-Farm will be better
-Sustained Junglers will have a leg up
wait a second...Trundle likes/has all of those things.
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Posted 11/10/2012 1:46:56 AMWait before foreseeing this kind of change.
Apparently the only thing that can be said now is that the least sustained junglers for their first clear will have too much problems and will be called off the jungle.
Not sure Trundle becomes a Fotm nor a good jungle "pick".
(As stonewall says on his jungle tier list, trundle might be like the 4th best jungler, he is not by far one of the best jungle picks)
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Posted 11/10/2012 12:26:26 PMTrundle is still currently a good Jungle Pick. I assume you read Stonewall's lists so you know that trundle is already high tier 1. Several of these changes are going to hurt his competition, whereas Trundle laughed off mobs in the S1 jungle with the same stats that he has now.
The biggest thing that hurt him was all the early ganking, because he is not a super awesome ganker(his ganks are solid, but not great. Thank you mobility creep) but since the ganks are going to be slower this allows him more time to apply pressure through counter jungling.
Not to mention he is one of the better lategame junglers. Lee Sin-Falls off. Udyr-falls off. Skarner and Mundo-stay relevant. Trundle-stays relevant.
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Posted 11/10/2012 3:08:10 PMDude.
Trundle is an awesome JUNGLER but he is more unlikely to be a "good" PICK.
I'm just saying that if Trundle isn't OP right now, it's for reasons.
His extreme advantage will pushed even more in the next jungle, but it won't fill his lackings.
So hm long story short, we could see trundle become an even better jungler, but maybe not a better pick.
Hm, btw, Lee-Sin doesn't really "fall off". It's more like he can be such a pain in the ass early game, and transitionning to "awesome". Then he fell off ... From god state to a simple deity.
About skarner, we don't know yet. Maybe a few changes in the jungle will make his life harder.
For instance, falling oom too fast, or having a not optimised build path/skills lvling.
He will prolly remain awesome, but I'm just saying that Skarner has a long "history" of problems.
Edit : just realised that you misunderstood what I meant in my first message.
When I asked you to read Stonewall's tier list, it was because Trundle was the 4th best jungler.
But, as I quote this dear Stonewall
"Remember that this is largely opinion and it is not based on the best jungle PICKS."
Aka, a good jungler isn't always a good pick.
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Posted 11/10/2012 3:33:27 PMI didn't say he was a great jungle pick, I said he is a good jungler pick. Also...what are you talking about! Lee falls off HARD lategame. Also, if control junglers actually become a thing again him cho and Nunu will go up in pick status just because of how much pressure they apply.
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Posted 11/10/2012 4:34:01 PMIt s not even a good jungler pick.
Actually, I can't think of a team composition with a Trundle that wouldn't be "meh".
And nope, Lee-sin doesn't fall off hard.
He can transition either into an assassin, a tank, supportive/tanky ... And anything in between.
He kit is somehow "broken", just that lategame if he wants to do damage on more tanky targets, he can't anymore TROLOLOL QWERx2 on your face. He musts rely more on his dps than on his burst, that s why he "falls off".
Also, there is the fact he "becomes" back a jungler anyway, and that his gold income isn't half as good as a laner.
And still, his kit still allows him to peel like a mad man for his team, or do godlike initiations.
My point was just that Lee-sin doesn't really fall off hard, he just "normalizes" to the level of the average tier 1 jungler lategame.
But k.
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Posted 11/9/2012 6:36:02 PMInstead of making out more complicated and researched changes in the jungle, they basically destroyed the "fun" a jungler could have.
Seriously, no more leashing?
Come on, as a good mid player, you could always help your jungler to save smite and be full hp after his blue, leading to faster lvling up, counter jungling, and ganking, advantage that could translate into a win.
That was a bet, sacrificing 2/3 cs for your team.
Seriously, forcing us to go for some wriggles item?
Come on, this item is delaying every jungler's build, it's barely effective in time even on buffs and drake (if you do it with your team), and when you finnaly got it, GG the ennemy mid has a +2 boots and a needlessly large road ... How ineffective.
Long story short, you are starved already, and need to spend your hardly won gold in an item that doesn't really boost the stats you use in real fights ...
Seriously, increase the gold reward will improve some squishy champions?
Nevermind brah, we'll face twice tankier Amumus, Maokais, Mundos ... Because they are the ones that will enjoy more gold, not the "carries from the jungle".
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Posted 11/9/2012 8:16:54 PMare you serious.
i mean, really, if a whole role was dependent upon another player taking advantage of a targeting trick and walking back and forth in a bush, maybe it's kind of a problem.
mind you i'm a mid player who loves leashing. but i still acknowledge it as ridiculous.
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Posted 11/9/2012 9:05:25 PMWith the change that the camp will attach the closest member, I guess that means that people from all lanes can now give harder leashes without worry of taking damage or accidentally dragging the monster away from the camp; causing it to reset. It's a pretty good trade in my opinion.
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Posted 11/10/2012 1:52:58 AMUrh Durh.
1) the jungler isn't dependant of a "man" leash, but if the mid champion is good enough to do it, he earns a lot of time and survavibility for the rest of his jungling. That's how snowball starts, with little that everyone doesn't always care to do.
2) if "the people of the lanes" were afraid of taking damage without reseting it or taking damage, they are obviously bad junglers. There are timings and places where you shouldn't "force" a blue's aggro to dodge this kind of problem. Only noobs ignore it.
3) you bet that the laners will attack longer, unless they give, idk, 10 more seconds before arriving to the lane, laners will be too late and miss half a wave of experience if not of gold.
Just expect buying more armor and/or hp5 runes, start cloath five pots, and be awesomely glad if your mid laner threw a skillshot from far and did 200 dmg to your blue but nothing more.