Thread:Willbachbakal/@comment-6016076-20140628232622/@comment-1330314-20140701122337

AA) Definitely agree. AA junglers should be all about ramping up to fantastic late-game strength.

AD) While what you're proposing is what's currently the case, I think the power progression of fighters/bruisers needs to be smoothed out. Champion-side balancing aside, I think they need less free stats (not as much free damage or tankiness), but better rewards for committing to one or the other, so here having an Incinerate effect that scales with AD would reward committed damage dealers while offering a lot less damage to near full-tank bruisers.

Tank) Agree. I think the current Sapping Barbs effect would work towards tank-oriented clear and sustain (you won't make full use of the DoT or regen if you've got too much damage), and if that fails I'd look into having the sustain scale with health and perhaps even adding a health-based amplifier to the bleed.

AP) is already a popular jungle pick due to his massive sustain. DPS mages would tend to do a lot better than burst mages, since the latter would have trouble dealing reliable damage to targets with massive amounts of raw health at the start, but I think every AP champion should be allowed to jungle so long as they are healthy. This would probably have to lead to champion tweaks, such as a change to 's ultimate, which should be done anyway.

A buff ward could potentially help tanky junglers duel, but I don't really like tying combat bonuses to vision, since most of the time you'll be making use of one part of the effect but not the other. The other issue here is that the buff would be hard to read, especially if the ward turns invisible.