User blog comment:Willbachbakal/(Item Concept) Another Look at Jungle Items/@comment-24862418-20140630070809/@comment-1330314-20140630155354

The Conservation/Huntsman passives on Tier One items would not actually change the overall gold generation of junglers, since large jungle monsters would also give less gold. The passives on the Tier One items are also designed to be sufficient on their own when clearing the jungle, so you can expect to survive in the jungle if you have the item here that suits you best. I didn't want to add actual stats outside of the jungle effects because those would translate to power in-lane (or during ganks): everything on the Tier One jungling items is designed to help champions thrive in the jungle, and should stay that way.

The stacking mechanic on Gromp's Delight is there because the item needed to scale over time into something more powerful, which the other top-tier items do through various other ways ( has the infinite stacking, Cuirass of the Sentinel has the +25% bonus health stat and Heart of the Brambleback has the AD scaling to Incinerate). % increased ability power would tread on the toes of, and % increased magic damage would have to factor in the wildly different bases of AP champions, which would lead to the bonus being either too strong or too weak. Having the item turn instantly into a +80 AP item would be far too strong, so the better idea would be to have it grant stacks of AP.

Manaless champions already do not make use of the mana restoration on the Butcher passive right now, and I don't think that's a bad thing, considering manalessness is just there to avoid mana concerns. Energy champions absolutely do not need a bonus to their Energy management, and making such an item would only cater to a very small minority of champions who already make good use of the main items.

The reason I wanted every item to have a ward is because junglers are inherently better at roaming right from the start than any other champion, due to the fact that they travel between lanes. It makes sense for all junglers, not just or upcoming  junglers, to have a deployable ward. There are also serious problems with the actives you're proposing: aside from the fact that true damage on a whole basic attack, let alone a crit, is too strong, there's no real sense in implementing a crit on AD casters. Any kind of hard crowd control on an item would cause serious issues, as every champion is balanced around the hard CC they currently have (imagine, or  with an extra stun), and immunity to monster damage isn't something you really need as a tank, when you're already building enough tanky stats to be able to take all the damage a monster can throw at you.