evolvedpikachu wrote:
How about +50 true damage to the enemy jungle and +25 to everything else? It doesn't seem too bad, but I see your point
That wouldn't make enough differance to actually make use of it. The extra damage from it would just be one extra AA so smiting out the enemy wouldn't be any easier than it already is.
The item is made for junglers who value counterjungling, but since counterjungling in itself is a very "unclear" strategy it is not a good item. Most junglers counterjungle anyway and they don't need

Yup, the problem with increasing Smite damage is that it would either be negligible, solving nothing, or noticeable and require every jungler to take it for objective control. When
Ranger's Trailblazer still had a lower cooldown than other upgrades, people were already taking it on every champion just because the slightly lower cooldown (along with the other benefits) made it much more valuable than other picks.


Thanks to The_Nameless_Bard for the sig!
I feel like the best thing for Poacher's to do is to have it increase the range of smite.
I mean, the whole reason Riot changed smite range calculation was to deal with chilling smite, right? Well, you can't smite champs with Poacher's, and the increased range would be useful not only for counter jungling, but also for stealing baron and dragon. Plus, it would go perfectly with the current speed boost for killing a large monster in the enemy jungle. You walk up, get extra range to smite it with, and then get a speed boost to get out of there!
I mean, the whole reason Riot changed smite range calculation was to deal with chilling smite, right? Well, you can't smite champs with Poacher's, and the increased range would be useful not only for counter jungling, but also for stealing baron and dragon. Plus, it would go perfectly with the current speed boost for killing a large monster in the enemy jungle. You walk up, get extra range to smite it with, and then get a speed boost to get out of there!
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