Also, a new camp will be introduced.
Interesting to see how
Nunu & Willump's
Consume will be like after all those changes, I think it will greatly affect him and give him bonuses for his counter jungling/supportive nature. Currently, the buffs are pretty meh.
Interesting to see how



Stonewall made like 10 videos on clearing the jungle with different junglers. The first 4 were before he figured out the path which seems to be Wight-Wolves-Wraiths-back-Wight-Blue-Wolves-Wraiths-Red-Golems, which will get you level 3 at first back and once fully done you'll be level 5. Or mirror it onto the opposite side of the jungle, starting Golems-Wraiths-Wolves-back-etc, which has the same outcome.
Junglers with poor clearing pre-3 or pre upgraded machete are gonna have a bad time. People with little early sustain are gonna have a bad time. People who are super duper mana dependent early are gonna have a bad time. Early gankers like lee and others are gonna be weaker, and may have a bad time. People who don't auto to clear a lot like fiddle don't need to get machete. I'll probably get some of my own views in once I actually update my pbe client.
Junglers with poor clearing pre-3 or pre upgraded machete are gonna have a bad time. People with little early sustain are gonna have a bad time. People who are super duper mana dependent early are gonna have a bad time. Early gankers like lee and others are gonna be weaker, and may have a bad time. People who don't auto to clear a lot like fiddle don't need to get machete. I'll probably get some of my own views in once I actually update my pbe client.

Do do do dee do do do
Xin has no bad time, he just goes Krugs -> Birds -> Red and then ganks with no problem.
Trundle is rather bad, I think Amumu will do well cuz dmg reduction is real and his mana costs aren't terrifying. Rammus should work but idk yet.
Also dat Xin lategame with Duelist+AS/CDR,
Boots of Swiftness,
Ohmwrecker,
Locket of the Iron Solari,
Zephyr,
Bloodthirster is just ******ed strong. 3 shields for the enemy to deal with, true damage on 3 strikes, towers do not matter and 2.5 as with great damage.
Trundle is rather bad, I think Amumu will do well cuz dmg reduction is real and his mana costs aren't terrifying. Rammus should work but idk yet.
Also dat Xin lategame with Duelist+AS/CDR,






But
Smite has now way more uses, making it due to the jungle items a way superior spell. Barrier based on your maximum health + true dmg on 3 hits? Sounds cool. A 50% slow for 2 seconds and a heavy nuke? Nice. A spell that gives you bonus gold from enemy camps and is for that faster avaiable? Evil! A completly useless AoE Spell? Yeah...
BTW: There is a secret item in the game files, inactive:
Cultivator's Staff
Idk how the hell that
Feral Flare would then work, but ok, doesn't seem to be wanted anyway.

BTW: There is a secret item in the game files, inactive:
Cultivator's Staff
- Recipe:
Hunter's Machete + 350 = 750
- UNIQUE Passive - Feeding the Fires: Killing large monsters feeds your Kindled Spirit. After 18 kills, this item transforms into Feral Flare.
- Passive - Jungler: Basic attacks against monsters deal 45 bonus magic damage over 2 seconds. While in combat with monsters, you will restore 12 health and 3 mana every second.
- Limited to 1 Jungle item.
- Can be enchanted with Warrior, Magus, Juggernaut or Slayer.
Idk how the hell that


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- It will be harder to jungle with these changes
- Jungle itemization will be more varried to support different styles of play. For example, there'll be items that specifically help you counter-jungle, gank, etc.
- Jungle items will possibly be enhancable like boots to keep them strong late-game
- Each camp will give an extra reward when "Smite" is used on it. Rewards include some protection from counter-jungling, map vision and safety in lane.
- The aim is to tone down ganking junglers to where they're not as dominant. Every jungle role should have its place
- Overall, there'll be more jungle paths, more ways to itemize and more roles to fill in the jungle