Jungle Changes on the PBE (10/31/2013)

*Please remember that things on the PBE are **tentative** and highly subject to change! Some assets are in a high state of flux, so you can expect even placeholder assets where we’re trying to get additional art in.* [**If you’re interested in the core philosophies around our jungle changes, check out our complete rundown here!*]( http://www.reddit.com/r/leagueoflegends/comments/1pju3t/the_hunters_call_an_introduction_to_jungle_this/) We’ll be going over our individual changes with smaller contextual paragraphs, but these were written with our overarching approaches in mind.* **Summary**: We’re looking to create more options and possibilities for junglers of all kinds in this preseason. Within this thread we’ll be consolidating all feedback surrounding the jungle. Let’s get into the changes! **Jungle** *The gold income for a primary jungler wasn't scaling appropriately for dedicated jungle farmers. Similarly, the jungle difficulty was out of line with what we thought was appropriate. Now the jungle difficulty is shown by monster level and the difficulty/rewards are linked to the monster level.* * Jungle monsters now have levels * Jungle monster level is based on the average level of the champions in the game when they spawn (equal to average of all champion levels, rounded up) * Jungle monster level determines their HP/Damage and XP/Gold value * Jungle monsters grant 50% bonus XP per level to lower-level champions, up to a cap * Added an extra camp (the Wight) near the Blue Golem and Wolves **Crest of the Ancient Golem (“Blue Buff”)** *Crest of the Ancient Golem is too powerful at the moment, especially with such a wealth of cooldown reduction options available.* * Cooldown Reduction reduced to 10% from 20% --- **Jungle Monster Statistics** *All jungle monsters have been retuned to better fit the new items being introduced as well as the new flow of the game* **Ancient Golem** * Health increased to 1500 from 1400 * Gold reduced to 60 from 66 **Elder Lizard** * Health increased to 1500 from 1400 * Gold reduced to 60 from 66 **Lizard** * Attack Damage reduced to 10 from 11 * Experience reduced to 20 from 50 * Gold increased to 7 from 5 **Giant Wolf** * Attack Damage increased to 40 from 35 * Experience reduced to 110 from 170 * Gold reduced to 40 from 55 **Wolf** * Attack Damage increased to 14 from 8 * Experience increased to 25 from 10 * Gold increased to 8 from 4 **Golem** * Attack Damage increased to 55 from 54 * Experience reduced to 140 from 160 **Small Golem** * Health increased to 450 from 300 * Attack Damage reduced to 25 from 30 * Experience increased to 40 from 38 **Wraith** * Experience reduced to 90 from 103 * Gold increased to 35 from 30 **Lesser Wraith** * Health increased to 250 from 150 * Attack Damage increased to 12 from 10 * Experience increased to 20 from 4 * Gold increased to 4 from 3 **Wight (New Camp)** * 1400 Health * 75 Attack Damage * 15 Armor * 55 Gold * 150 Experience --- **Jungle Items** *In the current game, Junglers tend fall behind their allies after laning phase ends. Here we've adjusted jungle items to compensate by adding additional gold generation patterns to several jungle items that complement the intended playstyle of those items **Madred's Razors** * Armor reduced to 20 from 25 **Wriggle's Lantern** * Recipe: Madred's Razors + Dagger + Dagger (Total 1800) * 20 Armor * 25% Attack Speed * Unique Passive: Deals 100 magic damage and heals 10 health per hit against monsters * Unique Passive: Gain 40% increased gold from monsters **Spirit of the Elder Lizard** * Attack Damage reduced to 25 from 35 * Incinerate passive now procs on physical damage, damage increased to 16-50 from 7-40 * Unique Passive: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters **Spirit of the Ancient Golem** * Health reduced to 350 from 500 * Unique Passive: Gain a stack of Conservation every 1.5 seconds. Lose Conservation stacks and gain equal gold upon killing a large monster. Maximum stacks: 30. **Spirit of the Spectral Wraith** * Recipe: Spirit Stone + Fiendish Codex (Total 2000) * 50 Ability Power * 10% Cooldown Reduction * 14 Health regen per 5 * 7 Mana regen per 5 * Unique Passive: 5% of magic damage dealt to monsters is restored as Health and Mana * Unique Passive – Bounty Hunter: Champion kills, assists and epic monsters grant 30 gold and 10 gold from large monsters * Unique Passive: Damage dealt to monsters increased by 30%
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