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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 3 of 5
Permalink | Quote | +Rep by Subzero008 » March 8, 2014 1:22am | Report
arka222 wrote:

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.

When you clear a camp, some numbers erupt from the corpse of the minion, and fly toward the bottom-left corner of the screen. They're small, but brightly colored. (And honestly, having the gold and XP numbers shown does not feel very important.)

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Permalink | Quote | +Rep by Subzero008 » March 8, 2014 1:23am | Report
Sunfall wrote:

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.

Agree with you so much here.

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Permalink | Quote | +Rep by Subzero008 » March 8, 2014 1:24am | Report
Chiulin wrote:

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.

I don't want to give the impression that I am trying to completely eliminate the consequences of dying.

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Permalink | Quote | +Rep by arka222 » March 8, 2014 2:00am | Report
Subzero008 wrote:


When you clear a camp, some numbers erupt from the corpse of the minion, and fly toward the bottom-left corner of the screen. They're small, but brightly colored. (And honestly, having the gold and XP numbers shown does not feel very important.)


I know that v. well. My issue is:

suppose, killing a camp shows +65 XP +65 XP +65 XP = 195 XP. Now , how much XP is needed to level up suppose going from level 11 to level 12? If it is mentioned somewhere that for level up I need 1000 XP then I can decide my priority on clearing jungle camps more easily. For mid furies too and all other camps, there r still sideboards giving information on camps. They can also give information of how much a camp worth in XP and gold. I really like what chiulin said. Jungle camps are very important. There is no point in scrapping a few camps, instead make all the numbers involved much more transparent to help in self planning for a new player. Found this very difficult when I started playing.
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Permalink | Quote | +Rep by Subzero008 » March 8, 2014 2:12am | Report
Uh, I don't see a problem here. All you need to know is that they give a lot of gold and XP, you don't really need to know exactly how much, or the percentage of farm compared to your level, or the efficiency over time graph chart of the jungle camp versus whatnot.

All you need to know is how important they are.

Seriously, maybe I just hate math, but what's the point of knowing all the numbers? How does it help?

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Permalink | Quote | +Rep by arka222 » March 8, 2014 2:36am | Report
For me the numbers gonna help a lot in leveling up for a god and deciding on priorities throughout a game. The truth is we don't jungle to gain buffs all the time. It all about XP and gold and depriving enemy gods of buffs. It would certainly help new players and overall quality of play.

Below is a pic wih two arrows:

white arrow: Location to show information on max. XP and gold from a camp.

yellow arrow: The information on XP needed to level up.

It's not a big deal actually. But will make a lot of difference to gameplay.

Trivia: What happened with poseidon in the pic?
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My Guide on Vulcan
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Permalink | Quote | +Rep by Subzero008 » March 11, 2014 1:12am | Report
Let's not derail here. I think we squeezed what we can out of jungle recovery, so let's move on to the elephant in the room: The mid camps.

These *****es are so freaking annoying. Like Sunfall said, they prevent junglers from doing their jobs, and jumping in and Hogging them is not dynamic.

A pretty simple solution is to simply remove them. Any problems that the mid furies cause will be gone now, but there are some problems that arise:

1. Junglers have less farm.

2. Something needs to fill in that space on the map.

At the same time, we need to address the problem that the mid camps were conceived for: Making jungling more dynamic.

What I think

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Permalink | Quote | +Rep by Vaeldyn » March 11, 2014 1:48am | Report
You could make mid harps un-HoG-able. That would increase the fighting potential.
On the other hand, it hurts the dynamic when 2 junglers just stand there making cold war.

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Permalink | Quote | +Rep by arka222 » March 11, 2014 2:32am | Report
I like the idea of a new buff in place of mid harpies that would help in clearing minions but there is a downside to it. Early game this buff is gonna work but late game its useless unless it would give bonus damage against the fire minions after a phoenix is down. Another thing that can be done is change the location of mid furies.

Edit: there is also an idea of introducing a troll giant: a troll giant will troll in the jungle neutral zone along a random path carrying bonus hp, xp and gold. He might add fun element and new dynamics to jungle fights.
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Permalink | Quote | +Rep by Subzero008 » March 11, 2014 3:02am | Report
arka222 wrote:

I like the idea of a new buff in place of mid harpies that would help in clearing minions but there is a downside to it. Early game this buff is gonna work but late game its useless unless it would give bonus damage against the fire minions after a phoenix is down. Another thing that can be done is change the location of mid furies.

Edit: there is also an idea of introducing a troll giant: a troll giant will troll in the jungle neutral zone along a random path carrying bonus hp, xp and gold. He might add fun element and new dynamics to jungle fights.

Uh...a buff that increases damage against minions will also work on fire minions, you know. Derp.

A mobile jungle camp sounds interesting.

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