Original Post — Direct link

From Phroxzon's twitter: https://twitter.com/RiotPhroxzon

We're focusing on accessibility with features like JG path, ability/rune rec, showing leash ranges (at edges), etc. this season. Veteran players have suffered through learning obtuse mechanics the hard way, but doesn't mean that we should gatekeep newer players to also do so.

We want new/returning players to have clear paths to learn the game, but also respect veteran players' investment for their mastery. But we want this mastery to align with what players find satisfying & intuitive. Camp dragging fits this, but we don't think double camping does.

We want jungle clears to have high mastery, but to be tied to path/gank select, counterjg, camp optimizations, camp drag. Double camp is unintuitive & not balanced for non-AOE jglers, so we want to trade it for new skilltests like objective planning, avatar optimization

Clear optimizations are important to retain, but they currently consume too much jgl power budget, which prevents us from putting power in more intuitive and satisfying places for all players This also reduces design debt for champ design to have to put AOE on all jungle kits

We're continuing to change things based on feedback to tune the systems (leash ranges, camp damage, sustain, etc.) Champs that are negatively affected after the systems changes are locked will be adjusted post ship to ensure they're balanced and we plan for fast followup

External link ā†’
about 2 years ago - /u/PhreakRiot - Direct link

Originally posted by WaroftanksPro

Also indicators whether you can kill someone in a full combo! Along with a popup on exactly how to execute said combo /s

You realize that several champions literally have execute indicators, but not others, right?

No one loses their mind over Cho'Gath and Pyke having execute indicators.

Because, you know, it's implemented with consideration and not slippery slope bullsh*t like Reddit likes to spew because they can't argue against the actual changes being made.

about 2 years ago - /u/PhreakRiot - Direct link

Originally posted by Jozoz

I'm honestly a bit worried these changes will backfire. It might be nice for people starting out with jungle, but I am afraid it will hurt the staying power of the role and hurt the things that make junglers really like jungling.

A big reason of why people are motivated to learn jungle and to excel at the role is so they can acquire all this knowledge and apply it in the game.

Jungle has always been a thinking man's role. No other role is as much about out-braining your opponent.

What pushed me to learn jungle all those years ago was exactly because this appealed to me.

It seems simple on paper, you kill jungle camps and you gank lanes. But the complexity is endless. And no one is holding your hand. You decide what to do. How to clear, when to gank. Everything is down to your strategy.

I think these changes take away from this aspect. The game giving you clear paths means you don't have to think as much. The game timing every camp for you frees up so much mental energy that you can use for other things.

This might sound like a good thing, but in my mind, balancing many factors in your head was the key aspect of jungling. You had to think about your camps, your lanes, the enemy jungler, objectives and so on. Now you have to juggle less things in your mind. I don't like it. I no longer play jungle, and I don't play on returning to it if this is the direction it is going.

In what way are you not thinking? I'm not suddenly dumber at clearing just because I don't kill Gromp+Blue together.

You literally have deeper choices than "red or blue smite" and otherwise have slightly slower clears. That's it. That's the changes.

about 2 years ago - /u/PhreakRiot - Direct link

Originally posted by WaroftanksPro

I actually don't dislike the changes, I was just making a joke expanding on the parent comment and not trying to argue any sort of slippery slope fallacy

The problem is, your satire (or sarcasm) is indistinguishable from the exact same comments that people mean legitimately.

A substantial portion of "I don't like this" posts simply strawman a hypothetical.

about 2 years ago - /u/PhreakRiot - Direct link

Originally posted by WaroftanksPro

I literally put in /s

Rhetorical sarcasm is the exact method people have been using this week to lambast the changes, which made the intent of your post unknowable.

Iā€™m glad you like the changes, though!

about 2 years ago - /u/PhreakRiot - Direct link

Originally posted by Ikea_desklamp

Actually I do. I think its total BS and removes skill expression from the game by giving pyke a huge "KILL NOW" indicator. Part of being good at cho (before they gave him one too) was knowing your damage threshold to not f up your ult. The game doing that for you is lame.

I feel you, but the game literally tells you the true damage of the ability on the tooltip and has for many years. It's comparably much harder to know at what damage Garen R will kill someone than reading the Cho'Gath tooltip and it saying "823" and going, "K I'm gonna look for 823 or lower."

For any ability asking for anything more than just "read the tooltip" there isn't an indicator. To me, that feels fair.

about 2 years ago - /u/PhreakRiot - Direct link

Originally posted by Taiji2

What is the consideration when deciding whether or not to implement a mechanic like last hit indicators? I do not fully see the difference between indicators for leash ranges, ultimate damage thresholds, and for minion last hits, and I'm frankly not against an indicator that reveals when your auto attack will kill a minion.

So, personally, I would like there to even be tower range indicators.

In my mind, things that do not change or don't have even first-grade math involved should likely just be shown to players. Cho'Gath and Pyke R, for example, is just comparing tooltip number to health bar. For basic attacking minions, comparing total AD to health bar is just as easy and I think it should exist. There could be an argument around things like BotRK/Wit's/Noonquiver making that slightly less trivial and thus breaking the rule, but I think even just doing it based on total AD would be fine.

As for how the Summoner's Rift team--who would likely make such a change--feel, I couldn't say.

about 2 years ago - /u/PhreakRiot - Direct link

Originally posted by RedditIronJungler

This wrong. Pulling camps has more benefits then just clear speed. It's a super important tool for avoiding invades and pulling off risky invades. Going Hurr durr gromp+blue ever clear isn't how it works and understanding when you can double camp and when you can't is jungles version of wave manipulation.

Indeed, safety around invades has gone down. Looks like players have some learning to do around jungle invades.

about 2 years ago - /u/PhreakRiot - Direct link

Originally posted by Taiji2

The leash changes specifically do remove some decision trees. Whether to sacrifice health for speed on a double camp and whether to leash into bushes to defend invades are relevant in almost every game. Needing to declare intent by kiting in a direction, such as towards another camp or towards a lane is also meaningful sometimes. There are many aspects that are purely mechanical as well, but that's true of every role. If the difficulty is too high, wouldn't increasing leash ranges to make double camping easier also fix the problem?

I think the leash distance re: intent is slightly overstated here. It's not no-change, to be clear, but you still kite monsters in a direction. There's still somewhere to be and it's still correct to bring it to the edge of patience. Now more players know where that distance is and can more comfortably make that choice.

I think the argument of "make double-camping mechanically easier" is a poor one. Doing it at all is not intuitive, which is the problem. It's not that it takes time in practice tool to learn the Red/Raptors or Blue/Wolves Fiddlesticks start, it's that you really just have to watch someone else do it on YouTube to even think of it. And then it's kinda just a "Did I watch a YouTube video?" tax which I'm not personally a fan of. Plus increasing leash ranges even further pushes jungle into a list of hyper-optimized things you must do to earn more gold per minute. Not only do you need to be outside the circle at 40 health so it burns, but you need to pull every single camp into double or triple-camps clears and also now you can bring raptors clear into the lane before starting so you have a full four second headstart on anyone who doesn't know to do it and yeah, I get how people just don't want to get in on it.

Meanwhile, I can earn full gold at 100% efficiency by just right clicking well as a mid laner. Is it actually harder than that? Yes, of course. But the jungle optimizations in the game right now are honestly pretty unintuitive. Like literally running away from camps at 40 hp is mandatory. Actually, running away at 200 hp so you can cast a spell on a 20-patience Dire Wolf + Blue Buff is the real correct way to do it.

The real skill test to jungling, IMO, is pressing F2-5 and checking in on lane states and figuring out where to be next. The less you have to calculate Q damage + jungle burn - patience timer, the more players must differentiate via pathing and reaction.