User blog comment:Emptylord/Blogs/Jungle Rework/@comment-3110123-20150701162640/@comment-3974211-20151012112603

I apologize for the belated response - I was never notified of your reply. I have reworked the jungle items and smites since our discussion, but I will attempt to reply to the previous iteration as well as how I've updated it.

@Fae - I had imagined it's healer to just be a slow attack speed, low "AD", allied-targeted "attack". I would hope that it would have some primitive logic - e.g. its first priority is keeping the worldbearer above 50% health, and then keeping the stormbringer healthy (it cannot heal itself).

@Dragon - I'm not sure I want to promote smiting Dragon/Baron early (beyond my previous smite effect that disables their smite buff - since that doesn't disadvantage you). I could imagine adding a similar effect directly to Dragon - "Smiting Dragon causes it to roar shrilly, putting nearby Smites on cooldown". Or, maybe, "Smiting Dragon shatters its resistances, reducing its armor and magic resistance to 0 and removing the Dragon Slayer penalty (damage reduction)." However, with my new version of the items and spells - "Consume" doesn't feel like it would be appropriate. Maybe " Your next 3 basic attacks deal bonus true damage in a large cone around your target, with each doing 50% less damage than the last. First attack deals 100 bonus damage."

@Trailblazer - I had only imagined the effect slowing the target. I see no real advantage to having the effect deal damage - the invader is very unlikely to be low health and could potentially be too far away to capitalize on. I would rather invest power budget in the slow strength/duration.