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Let's Make Patch Notes - Jungling

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Forum » General Discussion » Let's Make Patch Notes - Jungling 41 posts - page 2 of 5
Permalink | Quote | +Rep by Ryvvik » March 7, 2014 7:06am | Report
Maybe the solution is for junglers to stop playing jungle roulette with a power potion. Or don't pop the power potion until you actually know what you are up against.

The problem, I don't think, is jungling. Its that everyone feels like they must buy a power potion, which is effectively throwing all of your money on black. If red rolls and you die...yer done.

Big risk, big reward. Sadly, the big risk is being taken for the entire team since if the jungler fails hes 400 gold behind

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Permalink | Quote | +Rep by arka222 » March 7, 2014 7:22am | Report
I have 2 viewpoints:

First from a new player's perspective: I don't know the significance of jungle. How much experience its gonna give me to level up, I don't know. Yes it shows up the numbers for a second when I clear a jungle camp but how much it's gonna benefit in leveling up I don't have a clue. Please mention it clearly, how much XP is needed to level up and how much XP m gonna benefit with by clearing a camp. Is it more beneficial to kill minions or jungle camps to gain XP hence levels and gold?

From a veteran perspective: I don't want to jungle all the time and give priority to camps more than lane defending and team ganks. Timer is beneficial but why should it benefit the enemy jungler if I cleared it and not him. Bumba's mask should give 6% of movement speed as passive bcz my role is to jungle but that must not deprive me of movement speed which lane gods get from 1st level boots.
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Permalink | Quote | +Rep by Subzero008 » March 7, 2014 7:53am | Report
Posted ST doe ;_;

Uh, this item doesn't instantly equalize the junglers after a death, you know. The enemy jungler will still get:

1. Kill farm.
2. Probable stolen buffs.
3. Probable both mid camps.

Those *******ed mid camps are already a huge disadvantage, and I don't think a farming assistance tool will do much to mitigate the differences. Don't forget that the enemy jungler is receiving equal bonuses from the item.

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Permalink | Quote | +Rep by Subzero008 » March 7, 2014 8:25am | Report
Ryvvik wrote:

Maybe the solution is for junglers to stop playing jungle roulette with a power potion. Or don't pop the power potion until you actually know what you are up against.

The problem, I don't think, is jungling. Its that everyone feels like they must buy a power potion, which is effectively throwing all of your money on black. If red rolls and you die...yer done.

Big risk, big reward. Sadly, the big risk is being taken for the entire team since if the jungler fails hes 400 gold behind

Problem is that the one with the power pot is usually way stronger than the one without. Yeah, you can choose not to take one, but the problem is is that gods like Athena, Mercury, and Kali desperately need the buff or their clear speeds are going to suck.

Big risk, big reward, but no other option available for certain junglers. :(

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Permalink | Quote | +Rep by Subzero008 » March 7, 2014 8:26am | Report
arka222 wrote:

I have 2 viewpoints:

First from a new player's perspective: I don't know the significance of jungle. How much experience its gonna give me to level up, I don't know. Yes it shows up the numbers for a second when I clear a jungle camp but how much it's gonna benefit in leveling up I don't have a clue. Please mention it clearly, how much XP is needed to level up and how much XP m gonna benefit with by clearing a camp. Is it more beneficial to kill minions or jungle camps to gain XP hence levels and gold?

From a veteran perspective: I don't want to jungle all the time and give priority to camps more than lane defending and team ganks. Timer is beneficial but why should it benefit the enemy jungler if I cleared it and not him. Bumba's mask should give 6% of movement speed as passive bcz my role is to jungle but that must not deprive me of movement speed which lane gods get from 1st level boots.

Um...what?

If you're talking about the jungle timer change, yeah, we all dislike it.

And you can clearly see the numbers you get when you clear a camp. Lower-left hand corner, you see 45 gold when you clear mid camps and ??? XP.

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Permalink | Quote | +Rep by arka222 » March 7, 2014 9:38am | Report
Is it mentioned anywhere how much XP is needed to level up? Jungle timer concept is good but need slight modification to make it beneficial for the camp clearing team.

EDIT: May be on the timer it can easily be mentioned how much max. XP and gold a particular camp would provide.
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Permalink | Quote | +Rep by Sunfall » March 7, 2014 12:15pm | Report
I personally never used the power pot when jungling. Then again, I always prefer to use magic-based junglers like Nu Wa or Freya who can get by well without it (and can pick fights from a safer distance). But for those gods who really depend on in just to make their clear comparable to other gods... yeah, it's a big problem.

There should probably be something tacked on to Bumba's Mask or another item that could be bought early on that add 20 bonus damage vs. jungle minions. This way all junglers will be able to clear at what should be a reasonable pace.

Mid camps is a problem that many players have shown concern for. A really big one, ever since the roaming support meta became a thing. Junglers absolutely have to secure those mid camps the second they respawn, or risk letting an enemy gain a gold/level advantage from claiming them. And as an earlier post mentioned, no, they do not add to the dynamic gameplay of the mid or jungler. It really is a game of chicken: two gods meet at mid camps. If one has HoG up he will quickly execute the furies and run. If neither has HoG up, it's just a staring contest because nobody with a brain would try to fight the furies when the other could easily kill you. I honestly think these camps should just go because they are preventing the jungler from doing what most people would expect a jungler to do, which is lane coverage and jungle control.
Waiting on a good new MOBA, please.

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Permalink | Quote | +Rep by Ryvvik » March 7, 2014 12:32pm | Report
Sunfall wrote:

I honestly think these camps should just go because they are preventing the jungler from doing what most people would expect a jungler to do, which is lane coverage and jungle control.


Really? I think they add something to the game. Similar to GF or FG, they are objectives. They help to 'stir' the pot.

Unless, of course, the goal is to return the game to a long early laning phase.

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Permalink | Quote | +Rep by Sunfall » March 7, 2014 7:10pm | Report
Ryvvik wrote:



Really? I think they add something to the game. Similar to GF or FG, they are objectives. They help to 'stir' the pot.

Unless, of course, the goal is to return the game to a long early laning phase.


Except those objectives are not the jungler's responsibility. They're the responsibilty of the whole team.

If duo lane is winning their lane, that's a cue to rally the team for a Gold Fury fight.
If it's lategame and most of the enemy team is down or fleeing back to their base to recover their losses, that's a cue to start taking the Fire Giant.

Mid camps, however, end up being the responsibility of the jungler and the mid, sometimes the roaming support. The solo laner and the duo carry have nothing to do with them. And while it isn't too much of a hassle for the mid and the support, it is a big problem for the jungler because they are bound to the spawn timer of the mid camps. It doesn't matter how badly your side lanes are getting their ***es handed to them, you can't give up mid camps for a gank because you'll end up giving your enemies free camps.

Lastly, I have no qualms about extending the laning phase. And to be fair, there isn't exactly a defined length on the laning phase to begin with: it goes for however long everyone feels it should last, until someone decides it's time to roam about and assist their teammates. If you want a short laning phase, then just get into roaming early on whenever you find an opportunity to do so. Nobody is saying you have to stay in lane for fifteen minutes or something like that (and if you feel you must stay in a lane for that long, you're probably not helping your team out one bit).
Waiting on a good new MOBA, please.

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Permalink | Quote | +Rep by Chiulin » March 8, 2014 12:32am | Report
I personally feel that the purpose of jungling is to change the game in your teams favor. It is an extremely important role. If your jungler gets a good gank on the mid lane that results in a kill super early. Well. You mid laner is going to get fed easier etc. If he can follow up with another it sways the games balance tremendously. Therefore, if you get shutdown. I think the enemy jungler has done his job right. Swayed the game to his teams favor.

With it being such an impact role. I feel that if you die. You got outplayed and should fall off and big time. That way the game can sway in one team, or the others favor. If you could easily just comeback like you could laning. It would seem that you would just make the role even more boring and systematic to play. With such a big impact on the early game, you should have both extremities. Either you are definitely winning in the jungle, or you are getting pommeled.

That's just my opinion though. I personally like it how it is.

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