Thread:Willbachbakal/@comment-6016076-20140628232622/@comment-1330314-20140629000152


 * 1) I've been thinking about having the clearing power scale with stats, and I think you're entirely right: I think it would make more sense for Sapping Barbs to scale off of the wielder's maximum health, rather than the attacking monsters'. It would make clearing the smaller monsters in the jungle easier, but the effect could then be adjusted to make killing the main monster a little harder (which should always be the case anyway). Overall, if a bruiser would pick up this item, they'd have to go through the same itemization route as a proper tank to fully benefit from its effects, or else not scale as well, so I think it would be fine in terms of bruiser itemization. Similarly, I think the Incinerate effect needs to scale with AD, primarily to prevent fighters from getting too much free damage while otherwise building tons of tanky items but also to encourage AD damage dealers to increase their clear times even better by building more damage. Similarly, limiting the damage amp and sustain on SotSW to magic damage would also make sense.
 * 2) I personally don't think there should be a "split" at all, rather, each end-tier item should have its own unique item line, without having to start from the same proto-item as the others., even in its new iteration, is terribly designed for anyone but AD fighters, and its place as the only starting jungle item is limiting the jungling potential of a lot of champions. Upgrading to or  entails a loss in effects (Maim for one, Butcher for the other), and even Spirit Stone's loss of free regen from its components shows that its build path is contrived. Different jungler types play by different rules when clearing the jungle (autoattackers want more AA damage and sustain, tanks want their toughness to translate into passive damage as they soak up hits, etc.), and so should have items tailored to these different playstyles right from the start.