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- 1) Jungle Warrior enchantment is the weakest of the bunch. 8% lifesteal is really underwhelming compared to other secondary stats and is a stat not useful to AD casters(Riven, Pantheon, etc) -> I suggest it build out of Brutalizer and provide Armor pen and CDR instead; otherwise increase the LS% to 12%~.
- 2) Major - Familiars(E.g. Tibbers, Voidlings, etc) are largely neglected by the Baron/Captain Enchantment removal/Elixir of Ruin changes. Should be rectified.
- 3) If captain boots are to say the same price, the MS% on it should increase -> alternatively, reduce cost(to 475 g?).
- 4) Turrets are currently really underwhelming for the amount of items and buffs employed against them. Baron buff is absolutely insane at the moment especially - but it might be because of the turrets lack of power.
- 5) Still Waters - Love the scout pickup. Works while attacking stationarily -> should probably be out of combat-only.
- 6) You probably did not intend the "The match I played was fun" poll to occur in custom games. Especially not solo ones :)
- 7) Stalker's blade Smite does not show smite damage number on the icon.
- 8) Smite of Conquest and Stalker's blade icons show different damage numbers, the former shows the correct damage.
- 9) Smite of Conquest purple and Challenging Smite smite icons should reflect the color of the items themselves. The two should be more distinct. For the moment it's Smite of Conquest( light red item -> purple smite) and Challenging Smite(crimson red item -> Greenish Smite -> Purple smite active into Yellow 3 sec vision debuff) - really messed up colors at the moment.
- 10) Sword of the Occult max stacks buff is really crappy compared to Mejai's 15% CDR. If it's meant to stay as AS(Though I much preferred movement speed as it was great for snowball gankers, being a multiplicative ms bonus), up the AS to 40%sh~. Honestly would prefer it was back to multiplicative MS% though, so AD casters can use it just as well.
- 11) It's about time shields got introduced to the main HP bar below, especially with the inner turret's aura shield in mind. You'd want to know how much shield you are dealing with, ie know how much hp your current shield has total.
- 12) Crystalline Bracer color should be purple(red+Blue from item components) or green(from Bead -> Warmog's Armor). In general, the icon colors of the item should be much more instinctive.
- 13) Minor bug? - Ranger enchantment provides 25 magic damage on-hit, not 24.
- 14) Smiting blue feels redundant -> it provides mana... and a mana regeneration buff? It needs something more contrasting with the health from Red buff that's equally useful. Personally I'd like it if it reduced your cooldowns down-times by 25%~ - would help for big ultimate junglers.
- 15) So far the wolf and wraith jungle buffs seem least useful -> The Wolf is a 75 second ward that does not move. The 4-bird buff seems too short. I'd suggest doubling the duration of the wolf and making him cruise around the jungler, repositioning himself when the jungler starts another buff(e.g. Wraiths -> cover entrance from river, Golems -> entrance from red buff, wolves -> put him into the position where he's currently at, Frog - Blue buff entrance etc) - the vision range of the ghost wolf is way too small as well. The 4-bird buff could merely use a duration increase.
- 16) Smite of Conquest seems too strong at the moment - 250 true damage and 3 sec 50% slow at max rank feels way too strong. I feel like 1/5th and 2 second slow is a fairer number than 1/4th of the stated Smite's damage.
- 17) Borders could use an update. Especially Platinum borders. They look underwhelming compared to Gold. Likewise the Master Tier borders look underwhelming compared to Diamond.
- 18) Ranger's Trailblazer - Desolating Smite imo could use more late-game potential by damaging champions for 25% and stunned for 1 second~. Would work great around Dragon/Baron fights.
- 19) Manamune/Muramana I feel should be 50% base mana regen, up from 25% while Archangel's/Seraph's should be 75% up from 50%.
- 20) The health/scout pickup should be further down the river(around the tribush), so both the laners and junglers can contest it. Personally I think the buff should be top lane exclusive as currently it lacks objectives and the it would give the winning team too much of an advantage to have an additional scout.
- 21) Alacrity movement speed buff possibly might be marginalized by the +MS buff from Dragon. 15 flat MS, 45 flat MS at level 5? Possible threat.
- 22) Quick Smite - The cooldown I believe could be reduced by more than 10 seconds if you kill by a big monster from the enemy jungle as opposed your own, tempting the jungler to live in the enemy jungle, increasing the risk and reward.
- 23) Turret Shield - should probably not refill mid-combat - it's kind of deceiving amount of shield since each attack the opponent gets some shield -> the rate of shield gain should probably increase the longer you're out of combat while remaining in the turret's range, starting from ~2 seconds when out of combat.
- 24) Stat growth - % HP runes and the 3% hp mastery is much more valuable due to the base hp changes -> It's best to observe the two so champions with them do not overpower the champions without them.
- 25) Consider increasing gold bounty for the dragon's killer since it does not provide global gold anymore - so far there's too little incentive to "sneak in" dragons or do early solo dragons as opposed to gank a lane and take the dragon as a team afterwards.
- 26) Mejai's and SotO could grant half of the stated benefit(10%->20%, 20%->40% AS) at 10 stacks so that a death at 20 stacks is not that punishing and so that a Mejai/SotO could have a mid-game milestone to work towards.
- 27) Banner of Command could grant regeneration to the Promoted minion as well, so it could create pressure while not die immediately when overwhelmed. The tooltip should specify if "allies" are champions or familiars or/and minions as well.
- 28) Warmog's Armor 8 seconds seems a bit too much, 5-6 seconds would be more appropriate. Perhaps 2% after 4 seconds and 3% after 8 seconds? Would feel more natural.
- 29) Enchanted jungler items could have slightly boosted hp5/mp5, it's really underwhelming in mid-game, possibly creating an environment for sustain junglers to dominate over the competition.
- 30) Elixir of Sorcery - Consider energy regen on the item as well. In general I feel like a lot of flat mana/mp5 items could have alternative flat energy/energy regen values. Would love an Energy Muramana for instance.
- 31) Guinsoo's Rageblade, Sword of the Divine and Feral Flare is going to be missed -> I hope hybrid, burst damage champions and junglers respectively will have something going for them to compensate.
- 32) Dragon buffs possibly too spikey - The hp5, AD/AP and health bonuses are okay, while Stack 3(MS) and Stack 5(Triple bonuses) seem insane(A Janna passive for the entire team? Triple its effect at level 5? Insane!). I feel like the MS could be toned down a bit(15->10 flat MS), stack 5 could provide double bonuses while the new stack 6 dragon would provide triple. Possibility of subsequent dragon buffs if it scales that way.
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