Talk:Feral Flare/@comment-24795478-20140508124746/@comment-5319740-20140512140407

you speak as if they aren't doing just that with the revamped heal at the moment. on a note heal gives 495HP to each of the nearby allies.

in any case, thats only relevant to one person, and even if the stacks were to reach an absurd amount, a decent amount of lifesteal would still heal for more.

if two people were to take up feral though it'd be a disaster for the main jungler, they'd have to share camps along with poachers from both teams.

on a side note, they really have to put that risky jungle to encourage a far more active jungling cycle, counter jungling, poaching or stealing, even stalking would be beneficial.

for the monsters, boost the HP by 50%, reduce damage by 50%, increase armor and mres by 100%, have buff-camps deal a debuff, increase EXP by 50%, reduce gold by 50%.

for jungling items, increase gold reward by 100%, remove heal per attack in favor for heal per kill, increase heal amount, decrease offensive stats.

this changes means the junglers would have to spend moderately longer time per camp but only sustaining slight increased in damage, the gold generated from the camps should be moved to the jungling items to discourage gold-poaching from their respective team, the EXP should be boosted accordingly to encourage fast growth comparable to solo lanes, and the debuffs could lead to vulnerabilities to promote for counter jungling.