User blog comment:Emptylord/Blogs/Jungle Rework/@comment-3110123-20150701162640/@comment-3974211-20150702015856

@Gromp - Yeah, I though he'd prefer a little grotto in the river. His promotion to a proper buff monster also allows the jungler to gift his buff to the top/support, if he wants, giving them some reflected damage. The smite buff also encourages river-starts (since it's quite a powerful sustain effect).

@Scuttle - Glad you like. I originally had the buff working everywhere (since it was a clone of the old Twisted Treeline buff) and got weaker in combat, but I decided that roaming between lanes was probably powerful enough without just having insane mobility everywhere.

@Fae - I'm not sure how people will react to a healing monster, either. However, my intent was to make the camp very much "start here if you're an AOE mage", since I would hope the skinweaver is weak enough to die to an ability (or very little damge, but for a single-target jungler it will mean taking a lot of damage from the other two monsters). I'm considering making the Skinwaver the "large monster", even if it's the smallest of the camp (i.e. the one that you can smite).

@Krugs - I want all the buffs scaling into late game (currently something only Gromp really does). Making Krugs deal damage to turrets repeatedly sort of gives it a pushing vibe, which is distinct from the other buffs.

@Poachers - Bear in mind if you've disabled their smite, your smite is also on cooldown for 15 seconds. If you're a few levels behind the enemy jungler and you're fighting for dragon - you can smite it early to disable their smite, enabling your team a chance at actually contesting.

@Rangers - Yeah, a free Twin Shadows. :3

Thanks for the all the feedback. :)