Statikk Discusses Preseason Jungle Changes

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Tseng88

Member

11-09-2012

Afraid for Jungle Yi here. His clear was already risky against duelists even in the old jungle, and with increased jungle strength, he's just going to get even riskier. AP Yi already ate a HUGE nerf with the DFG rework, Statikk, please don't tell me Yi's going sink even lower in terms of fitting in the game than he is already.


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iGoBeasttt

Junior Member

11-09-2012

No more leashing?:O


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Sh00t3rman

Senior Member

11-09-2012

PLEASE add a search to the store- with all these new items it will be the only easy way to find them.


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I Need Blue

Senior Member

11-09-2012

Quote:
Originally Posted by Statikk View Post
[aws3]news/November_2012/2012_11_09_Jungle_Changes/kassadin_post.jpg[/aws3]

We’ve 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. I’m Statikk, and I was the primary designer on the preseason jungle changes. Here’s 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 they’re specialized or have made tradeoffs in other areas.

To combat this spike in jungle difficulty, we’re introducing several jungle-specific items to the game. For example, Hunter’s 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 Madred’s Razor and Wriggle’s 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, we’re 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, we’re 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 don’t intend to remove any of the junglers that are currently viable – only add to the lineup.

As usual, we’re open to making changes as things develop, and we want to hear your feedback on both new junglers and your standbys as you experiment. Don’t hesitate to leave us a comment once you’ve hit the Fields of Justice!

So you are buffing golems that already do a lot of early damage and are difficult for junglers, but nerfing the wraith camps because smart mid lane players get extra god for farming both sides every minutes since the jungler doesn't always full clear, or countering the enemy jungle. Makes sense Riot, next you are going to buff turrets to make the gameplay more boring/ passive. Now early ganking will be even more difficult. I'm not sure what caused these changes, but you messed up. Not to mention taking away leashing, good bye all squishy early junglers.


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ChenWei91

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Senior Member

11-09-2012

Not sure if this is related but do you guys have any plans to rework Baron Nashor? Aesthetically at least? Cus compared to Vilemaw in TT, Baron got nothing on her.


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BigBadBader

Senior Member

11-09-2012

Can you hint on how Shaco will be impacted?
can i still box up and min 0.57 and melt red/blue? (no smite)


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WarderOfNothing

Member

11-09-2012

Quote:
Originally Posted by Statikk View Post
[aws3]news/November_2012/2012_11_09_Jungle_Changes/kassadin_post.jpg[/aws3]

Next, we’re 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.

This will reduce viability for some champions. For example, the tank playstyle is essentially eliminated from the jungle.

Tanks do a lot less damage then someone that is focusing on damage. While the increase in health happens over time, this will make jungling made or late game for someone that has a tanky build a lot slower.

This will effect the end game for those that choose the tanky routes. For example:

When I play a champion like Leona, Volibear, or Blitzcrank, I build them very tanky (as generally that is what my team needs). Because I am a tank, I generally take more damage early on in laning phase and through early game team fights because I will be throwing myself in first and sacrificing myself for my carries.

This will lead to me falling behind a little on levels. In order to help keep up, around level 8-10 I start clearing some of the smaller jungle camps on my way to where my team is. If the camps get more difficult to kill as the game progresses (i.e. comparing myself to a carry), I will do a lot less damage through items, do a lot less damage through skills (due to level and damage modifiers). This means I will do a lot less damage, as is my role.

However, when I am trying to catch up on levels, I notice it will take me a long time to clear the jungle camp.

On wolves late game as volibear, it will take me 6-7 attacks to clear each wolf from the wolf camp. With a 1.0 attack speed (roughly), it takes me almost 20 seconds to clear the camp, which is almost unacceptable now.

With this increase, I can see it taking a lot longer, which means it is no longer a viable option for me to be able to catch up in levels with my team.

I do not think this aspect of it is the correct move, since it eliminates tanky junglers from being nearly as effective after the first pass or two through the jungle.


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Lagginator

Senior Member

11-09-2012

Quote:
Originally Posted by Statikk View Post
You'd be surprised because Karthus does an insanely high amount of single target damage once he isolates the big monster (after the small ones die to the AoE).

He also benefits heavily from the addition of a few new jungle items that are aimed towards AP.
This is like the only promising red post regarding changes I've seen in the past few months.

Of all the positions, jungling has the most stringent champion requirements. I think giving junglers a wider champ selection will allow for much more varied team comps.


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Hoofster

Senior Member

11-09-2012

Nasus jungle inc.


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Shiruhoshi

Junior Member

11-09-2012

I like the change