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TSM vs. CLG and the Evolution of Jungling in LoL - Page 3

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upperbound
Profile Joined September 2011
United States2300 Posts
July 15 2013 01:18 GMT
#41
On July 15 2013 09:51 Zariel wrote:
I believe the problem of the jungling role is the gradual trend in the speed of the game. Teams these days want to end the laning phase as soon as possible. Most teams do this by having lane swaps leading to a 2v1 then stacking on the jungler for a 3v1 (usually involves a dive as well). Outer turrets are falling in the 5-6 minute mark range, long before the second round of buffs come into play.

Once towers start falling, so does the jungle. Losing the mid lane tower usually means you lose your wraiths, red and possibly blue. Following the domino effect, the jungler loses his/her ability to rack up gold and is forced to go for support items that give him a bit of health to last an extra second or two in battle.

Something that could work would be having a teleporting point in the jungle for the player who takes smite. Pretty much they can expend their smite to cast a 6 second recall back into their jungle which also gives him a little bit of hp and mana. Could promote Smite CDR (masteries or spectral wraith, bring back AP junglers). I dunno... I think I'm on top of my head.

Essentially, in lower levels of play (bronze to gold), outer turrets don't die as fast. They tend to remain standing for a good 12-15 minutes at times which means jungles remain safer for longer. Less buff donations as well so more gold in general for junglers. You see guys that farm up Black Cleavers, TriForce, Frozen mallets, warmogs etc... in jungles simply because there are less baby sitting and more clearing. Hell, you even get told off by the laner for trying to take a turret down before 10 minutes at silver level.

PS: Spirit of the Ancient Golem is the most overpowered item in the game HANDS DOWN. Nothing else in the game (maybe bulwark) is as cost efficent as ancient golem.

I don't think this necessarily has to limit junglers' farm, though. In theory, it should be easier to send your jungler to clean up a 15 minion wave in a side lane plus push part or all of the next wave to get it going in the other direction when both teams are grouped for objectives than when people live in a lane for 20 minutes.

And junglers building big damage items in low level solo queue is because people either get lots of gold off kills and assists or because they don't trust their teammates and think they have to hard carry every game with damage items. I don't think that's great support for this theory.
cLutZ
Profile Joined November 2010
United States19574 Posts
July 15 2013 01:25 GMT
#42
On July 15 2013 10:18 upperbound wrote:
Show nested quote +
On July 15 2013 09:51 Zariel wrote:
I believe the problem of the jungling role is the gradual trend in the speed of the game. Teams these days want to end the laning phase as soon as possible. Most teams do this by having lane swaps leading to a 2v1 then stacking on the jungler for a 3v1 (usually involves a dive as well). Outer turrets are falling in the 5-6 minute mark range, long before the second round of buffs come into play.

Once towers start falling, so does the jungle. Losing the mid lane tower usually means you lose your wraiths, red and possibly blue. Following the domino effect, the jungler loses his/her ability to rack up gold and is forced to go for support items that give him a bit of health to last an extra second or two in battle.

Something that could work would be having a teleporting point in the jungle for the player who takes smite. Pretty much they can expend their smite to cast a 6 second recall back into their jungle which also gives him a little bit of hp and mana. Could promote Smite CDR (masteries or spectral wraith, bring back AP junglers). I dunno... I think I'm on top of my head.

Essentially, in lower levels of play (bronze to gold), outer turrets don't die as fast. They tend to remain standing for a good 12-15 minutes at times which means jungles remain safer for longer. Less buff donations as well so more gold in general for junglers. You see guys that farm up Black Cleavers, TriForce, Frozen mallets, warmogs etc... in jungles simply because there are less baby sitting and more clearing. Hell, you even get told off by the laner for trying to take a turret down before 10 minutes at silver level.

PS: Spirit of the Ancient Golem is the most overpowered item in the game HANDS DOWN. Nothing else in the game (maybe bulwark) is as cost efficent as ancient golem.

I don't think this necessarily has to limit junglers' farm, though. In theory, it should be easier to send your jungler to clean up a 15 minion wave in a side lane plus push part or all of the next wave to get it going in the other direction when both teams are grouped for objectives than when people live in a lane for 20 minutes.

And junglers building big damage items in low level solo queue is because people either get lots of gold off kills and assists or because they don't trust their teammates and think they have to hard carry every game with damage items. I don't think that's great support for this theory.


I think that sentiment, from my POV is one of the issues. You shouldn't have to send a jungler to a lane to get him farmed. The jungle should have more than enough farm for the jungler. The other thing that keeps junglers and supports down, of course, is because by the time the carries could be giving up farm, they can't clear the waves fast enough to get back to the fight.
Freeeeeeedom
TheYango
Profile Joined September 2008
United States47024 Posts
July 15 2013 01:55 GMT
#43
On July 15 2013 10:25 cLutZ wrote:
I think that sentiment, from my POV is one of the issues. You shouldn't have to send a jungler to a lane to get him farmed.

By the time you reach midgame, there is no concept of where someone is "supposed" to farm, because lanes have broken down. At that point farm distribution becomes totally fluid, and the most time-efficient way to get farm is to get pushed lanes. This is true, regardless of role simply because the amount of dedicated farm time is lower post-laning due to the amount of map movement required. Fundamentally, the static gold of the jungle breaks down solely because camps you don't clear are "wasted" while lanes "save" themselves as they push across the map.
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