
In lane, losing a turret means you’re farming closer to the safety of your base and enemies have to extend into your half of the map to fight you.

This combined with the unforgiving pathing optimization due to aggressive 2:00 respawn timers leads to cases where junglers who fall behind, stay behind, and it’s far less likely they have the ability to stabilize in comparison to other roles. Setting a jungler behind is usually a concerted team effort of countering ganks, blocking off access to buffs, and controlling vision-not just the enemy jungler clearing faster or counter-jungling. In addition, we’re also matching camp indicators to how players intuitively play around them so that you aren’t constantly stressed about being everywhere at once.ĬAMP RESPAWN GLOWING INDICATOR 15 seconds before camp spawns ⇒ 10 seconds before camp spawns As a result, we’re partially walking back camp timer respawns from last year’s preseason.

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The problem it brings in hand is twofold: Junglers never feel like they’ve finished farming, almost like the game was telling them they were failing at optimizing their clears, and windows to set up exciting ganks were far few in between. Our original intent for this aggressive respawn timing was that there’s always an opportunity cost to taking any other action on the map, and this pacing reduced jungler presence in lanes at the very early game. The intent isn’t so that a strategy is born out of the comeback mechanism, but instead to limit the number of games that feel truly out of hand due to a struggling jungler with no path to recover.Įven the fastest clearing junglers have little to no downtime between finishing one camp from the next. We’re also reinstituting an improved version of the comeback experience which only kicks in when a jungler is significantly behind the game- now, if that’s the case, it shouldn't feel impossible to win. To address this, we’re relaxing camp timers to allow for more leniency on pathing through the jungle. This is even more pronounced in higher levels of play, where the champion pool has narrowed down to those with competitive clearing capabilities, making the jungle a solved system and a scary place when you fall behind.
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Throughout patch notes history, the jungle has been changed in ways that have pushed PvE prowess to the highest levels of importance, where the priority is to farm fast to get ahead of the experience curve. Take this portal to the TFT patch notes to see what's in the cards for the first patch of TFT: Reckoning! Last but not least, Kog’Maw gets a VFX update, so prepare to be open-mouthed for a brushed up Mouth of the Abyss! (But not for too long- I hear he spits.)

Phase Rush, a safe bet for ranged and melee users, gets a nerf, whereas Abyssal Mask gets a buff to secure it as a more potent MR option. On the other end, we’re giving some love to a luminous lady and a wingwoman who haven’t been feeling their best. Zooming back to balance changes, a certain axe man and a blade babe have been crossing the line, so we’re taking them down a notch. We’re talking more lenient camp timers, a helping hand for junglers who are significantly behind in the game, and specific adjustments to jungle camps.

Now that things are settling down after Midseason, we come bearing the meatiest part of this patch: a jungle update! There’s a big section you can scroll on down to, but the gist of it is that we’re making improvements to help the jungle experience feel less like a grind of swatting down camps of birds and wolves.
