New Jungle Idea #1
Jun 20, 2013 12:41:33 GMT
Post by Softmints on Jun 20, 2013 12:41:33 GMT
I think we're all familiar with the current jungle, but just to recap:
- There are four identical creep camps, with 2 creeps each. When killed, they spawn as troops on their respective lane.
- They reward a total of 30/50/70/90/110 exp to all engaged allies when killed.
- They respawn 45 seconds later at a higher level, up to level 5.
- Creeps have 500/750/1250/2000/3125 max life and 20/30/45/65/90 dps each.
- The Engaged curse adds 7% of a hero's current life as bonus damage when creeps attack. It also slows by 40% and is needed to gain any exp.
Some logic/analysis of this:
- The jungle in RoW was intended to be a team objective that was high-risk-high-reward. This was successful on RoW's old terrain, but hasn't worked on the new one. 'Engaged' with double-damage and slow was used to ensure the risk part, because RoW heroes need favourable positioning to burst a hero down.
- I changed the double damage on engaged to the 7% bonus because I didn't feel double-damage was working. The idea was that heroes would get low, but not really risk dying. However, now a hero who has farmed camps is low life and can't do anything else, which is silly.
- In conclusion RoW's jungle is dysfunctional right now.
Here's an idea for a different approach to the jungle. I have had these ideas floating around unorganised for a few months, so I figure I should present them.
- There are four creep camps. The two outer camps are now Boss Camps. The two inner camps (closer to mid lane) are Merc Camps.
- The Boss Camps consist of one big strong creep. Bosses are difficult to solo because of relatively high regeneration and decent dps, but 2+ heroes should be able to beat the regen. It drops riches/an equivalent contestable exp powerup.
- The Merc Camps spawn in groups of 3 mercs, one of each type. The last merc of a camp to be killed will spawn one of that merc as a troop on each lane. This means a jungler can choose which merc to 'hire'.
- I will speculate about possible different types of merc:
- Hawk: Can see over trees in a large radius (anti-gank)
- Golem: Reroutes some damage taken by allied units to itself (push/defend)
- Wolf: Invisible; when an enemy hero enters 500 radius it pounces and slows (gank)
- There is no more Engaged.
- These camps spawn indefinitely and scale with game time.
- I don't know how I'll handle their respawn time. Perhaps merc/boss camps should respawn 60+ seconds after both merc/boss camps die to encourage roaming.
Some logic/analysis of this:
- The jungle is now open to be soloed or cleared as a team.
- Boss Camps give teams a useful option after getting Lightning Rod or winning teamfights.
- Merc Camps provide a selection of useful rewards. However, they don't give gold/exp.
- The risk of being interrupted is that the enemy will take the merc or the powerup, rather than a risk to the hero itself.
Thoughts/opinions/concerns/ice-creams welcome.