Views: 2548 Weekly Diamond Jungle Musings - Patch 3.8 Jungle Changes/What They Mean
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Hey guys Lasty back again, sorry for this post coming a day late. My computer was in the shop. I'm experiencing some FPS drops in team fights so I had a Solid State Drive installed blah blah...Anyway this week we are going to look at the upcoming jungle changes and how this will effect the current meta. I'm going to keep this post fairly short because last weeks post was a HUGE wall of text.
For those that haven't seen the changes yet I'll just sum it up. All the camps will now spawn at 1:55. The Blue/Red buffs now give 275 XP up from 220.
So what does this mean for the current Jungle Meta and why the change?
Lets first focus on why they implemented this change. Basically at high levels of play Blue side was getting a huge advantage because their bot lane could do the golems. This wasn't a huge issue in low elo because players didn't know to start golems, or if they did, they didn't know how to capitalize on the advantage. At high elo you literally have to lane swap on purple side or stop bot lane from getting golems. It's that big of a deal. So I welcome the change as a much needed balance fix for the game.
How will the change effect the meta/game? The game will be effected in several ways. First and probably most obviously junglers will now start either their Red or Blue buff. They should probably start whichever buff their bot lane side is on so they get the biggest leash possible. They should then skip wraith/wolves and go straight to their next buff and complete that using smite. The reason for this is your smite will be up faster and it won't give your opponent a window to counter-jungle you. By finishing BOTH buffs you should be level 3. You may have to throw in a small camp but I'm not sure, I haven't done the math. Once you have double buffs + level 3 you should go look for a gank.
The biggest change though will be the importance placed on EARLY counter-jungling. Champions that excel at this such as Nunu and Lee Sin will see a marked rise in popularity. Basically teams w/ low dmg or support style junglers will have to ward the buff that the jungler isn't starting. Losing an early buff equates to a 550 XP swing in favor of the enemy jungler. You lose 275 and he gains 275. That is REALLY difficult to come back from. Your team in essence will have to use defensive wards to 'protect your buffs' during the very early stages of the game. The jungle just became this giant chess match where taking an early buff away could = an early win. Getting early vision on one of your buffs could give your lanes the time to come down and secure FB on the enemy jungler if he tries to counter-jungle you. Starting an enemy buff by invading is also going to see a resurgence in popularity. If the enemy team is on purple side odds are the jungler will start blue. Warding YOUR red and then starting his could give your team the early game advantage to snowball the game out of control.
Basically if you take one thing from this post, early wards/buying fast/gaurding the jungle entrances early just became even more important. I hope you guys find this helpful. Let me know in the comments. Also Jungle Nunu is about to be OP broken.
-Lasty
For those that haven't seen the changes yet I'll just sum it up. All the camps will now spawn at 1:55. The Blue/Red buffs now give 275 XP up from 220.
So what does this mean for the current Jungle Meta and why the change?
Lets first focus on why they implemented this change. Basically at high levels of play Blue side was getting a huge advantage because their bot lane could do the golems. This wasn't a huge issue in low elo because players didn't know to start golems, or if they did, they didn't know how to capitalize on the advantage. At high elo you literally have to lane swap on purple side or stop bot lane from getting golems. It's that big of a deal. So I welcome the change as a much needed balance fix for the game.
How will the change effect the meta/game? The game will be effected in several ways. First and probably most obviously junglers will now start either their Red or Blue buff. They should probably start whichever buff their bot lane side is on so they get the biggest leash possible. They should then skip wraith/wolves and go straight to their next buff and complete that using smite. The reason for this is your smite will be up faster and it won't give your opponent a window to counter-jungle you. By finishing BOTH buffs you should be level 3. You may have to throw in a small camp but I'm not sure, I haven't done the math. Once you have double buffs + level 3 you should go look for a gank.
The biggest change though will be the importance placed on EARLY counter-jungling. Champions that excel at this such as Nunu and Lee Sin will see a marked rise in popularity. Basically teams w/ low dmg or support style junglers will have to ward the buff that the jungler isn't starting. Losing an early buff equates to a 550 XP swing in favor of the enemy jungler. You lose 275 and he gains 275. That is REALLY difficult to come back from. Your team in essence will have to use defensive wards to 'protect your buffs' during the very early stages of the game. The jungle just became this giant chess match where taking an early buff away could = an early win. Getting early vision on one of your buffs could give your lanes the time to come down and secure FB on the enemy jungler if he tries to counter-jungle you. Starting an enemy buff by invading is also going to see a resurgence in popularity. If the enemy team is on purple side odds are the jungler will start blue. Warding YOUR red and then starting his could give your team the early game advantage to snowball the game out of control.
Basically if you take one thing from this post, early wards/buying fast/gaurding the jungle entrances early just became even more important. I hope you guys find this helpful. Let me know in the comments. Also Jungle Nunu is about to be OP broken.
-Lasty
Hecarim is only prone to invades by high damage junglers such as lee sin, a good strategy to avoid getting invaded is start a buff they won't expect. For example if you start red buff on purple side when Lee walks to your red you'll be doing blue. My team wards the **** out my jungle when I play Hecarim into a Xin or Lee.
At high elo people generally give really solid leashes so it would be foolish to solo invade on a Jarvan.
I run 9-21-0 on Hecarim now, I used to run 0-9-21 but I stopped liking it after the last round of nerfs.
I'm not sure if the buff duration mastery affects the Nunu Q buffs that's an interesting question, I'll get back to you.
I probably won't test that actually, sounds like work.
Nunu's ganks are pretty red buff dependent. That being said I think his ganks are really strong. He's great at early tower dives if minions are around because of consume. BB your lane and just run people down w/ slows and damage. My WORST score since picking Nunu jungle back up was 5-3-12. He does do damage, and can't really be ignored.
Been play testing Nunu on my main and smurf. I think he is going to be my new main champion (hence the avatar switch). I have been play testing 0-21-9 and 0-9-21. The runes are AS/AR/MR/MS. Build I'm having some trouble with can't decide between Madreds or Ancient Golem. I love Twin Shadows because it's such a fun item to use in game. I also really like Shurelyas and Bulwark on him. Mob boots are great because its nice being able to run around at 480 MS! I max R > E > W > Q but I start consume at lvl 1. Iceball at 2. When I FINALLY decide on a standard build/mastery page I'll let you guys know.
0-9-21 is what I run on Hecarim, I thought they might fit Nunu as well. An interesting question, does the 20% longer buff duration - from masteries - affect Nunu's Q's buffs?
I could see Nunu's ganks being deadly with some vision, and preferably in the jungle. That ult is in best use in enclosed areas, no?
How? Maybe Hecarim might have some trouble if he gets invaded but Jarvan is really strong at lvl 2.
Well, Hecarim is even more prone to invades, which is not pleasant. Hecarim's not a good duelist at early levels, but he does have a pretty good clear time, especially later on.
About Jarvan, he goes pretty low without an excellent leash, in which case he still loses more health than most other junglers due to having no sustain and rather low base health pool. But, yes Jarvan is pretty strong at lvl 2-3 duels in the jungle - yet he has no sustain during 1st clear, which can be abused.
YAY
YAYAYAYA
I guess this indirectly nerfs Hecarim and Jarvan IV as well.
How? Maybe Hecarim might have some trouble if he gets invaded but Jarvan is really strong at lvl 2.