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Jungle Changes

Creator: virago November 30, 2011 12:02pm
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virago
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Posted by Morello @ Riot, Wednesday, November 30, 2011

Hey folks,

After letting the jungle settle for a day and not only reading the feedback on the forums, but watching streamers, discussing with high-level players, and running some additional internal testing and mathcraft, we will be making changes to the jungle, likely tomorrow.

What will be the scope of these changes, and what are we trying to fix?

* XP Rate: This isn't as smoothed out as we'd liked (or was intended) and has been the most noticeable problem in the new jungle. While we do think this is not as drastically far off as some believe, it is lower than intended. We'll likely make updates here, especially relating to small camps.

* Penalty of missed ganks: While we do like this tradeoff, we don't like the tradeoff ratio here, something you guys have also felt pretty substantially. Changes made will effect this for the better, whether in increased reward or reduced resource loss.

* Gold Rate: Jungler gold is slightly lower than needed, and this is also related to small camp gold. We will be more careful here as to not make counter-jungling worse (since it revolves largely on stealing the big monsters out of camps), but will be evaluating this.

Classick, Guinsoo and I will be doing some final proposals and mathcraft in the morning, in hopes to release it in a hotfix. I'll try to provide status updates as we get more information. Details to come.
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DuffTime
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Kewlio.

Curious to see the updates.
Lugignaf
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PRAISE BE TO JESSIE PERRING!

The "new and improved" jungle was boring and stale.

Bumping the EXP from kills and creeps up should solve so many problems.

Maybe bumping MS for the more "popular" jungler should also help with the "Counter junglign takes too long" issue IMO too.

Thanks for the info viagro!
jhoijhoi
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Awesome. I felt crippled in levels and gold when jungling, even when my ganks were successful.
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I expect random champs to become FotM in the jungle when they weren't even close to viable before :C

Lovin the sig Xiao! <3
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I dont belief that Cleardays, for instaints Warwick was a normal chose for jungeling, now you just cant annymore. gank mid is imposible because of lack of XP and when team is up at 18 you'll be around 12/13 even whit good ganks you might get level 14/15. and your item's are in the same state as the were when the rest of your team and there team were at that level.

So I belief the hotfix is really needed. else you could as well take 2 doublelane's.
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Lugignaf wrote:

PRAISE BE TO JESSIE PERRING!

The "new and improved" jungle was boring and stale.

Bumping the EXP from kills and creeps up should solve so many problems.

Maybe bumping MS for the more "popular" jungler should also help with the "Counter junglign takes too long" issue IMO too.

Thanks for the info virago!


Fail.

But I agree with the rest of it :3


Temzilla
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Count Vlad wrote:

I dont belief that Cleardays, for instaints Warwick was a normal chose for jungeling, now you just cant annymore. gank mid is imposible because of lack of XP and when team is up at 18 you'll be around 12/13 even whit good ganks you might get level 14/15. and your item's are in the same state as the were when the rest of your team and there team were at that level.

So I belief the hotfix is really needed. else you could as well take 2 doublelane's.


wut?

I jungled WW the other day, cleared super fast, and just destroyed all the lanes.

Hit 6, gank every time ulti is up, win the game because your lanes are winning.

WW is like, EZ mode now, since it's most efficient to gank when his ulti is up, and otherwise you have infinite jungle available.
Tri lane for life.
Lugignaf
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Nighthawk wrote:

Fail.

But I agree with the rest of it :3

Shh... I think I called him a plant food. <_<
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Nighthawk
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Lugignaf wrote:


Shh... I think I called him a plant food. <_<


I have a feeling Viagro is the root of Viagra.

Maybe you were implying something...?


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