LET'S MAKE THE JUNGLE GREAT AGAIN!

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I know this might've already been suggested before, but with all the additions to the game with facets, innates, and so much more, why not make the jungle less boring? Heroes who clear a camp will gain a specific buff for a short duration. This makes clearing camps way more fun, and at the same time, add dynamic gameplay to lanes (and maybe even the late game?)

Clearing camps grants the hero with a passive that is unique to the camp for a duration. This buff is only applied to the hero that cleared the camp, and even though the passive was originally an aura, it is now limited to the single hero that cleared it. The hero is considered as the one "clearing" the camp if, in a single neutral group, they are the one to eliminate the last creep of that camp. Clearing another camp replaces the current buff. If there are stacks, for example an Alpha Wolf camp and a Centaur camp, a buff is gained for clearing the Wolf Camp, but is immediately replaced with the Centaur buff when it is cleared. Jungle camp buffs are dispellable. Jungle Buffs last for 30 seconds.

Neutral Creep buffs (based on current stats of creeps, but adjusted to make it less OP):
SMALL CAMPS:
- Kobold Camp (Speed Aura) - Grants 6%/7%/8%/9% movement speed bonus.
- Hill Troll Camp (Heal Amplification Aura) - Grants 10% Heal Amplification.
- Vhoul Assassin Camp (Envenomed Weapon) - Attacks cause 5/10/15/20 DPS and reduces regen by 35%/45%/55%/65% for 3 seconds.
- Ghost Camp (Frost Attack) - Attacks cause 12%/14%/16%/18% MS Slow and 18/21/24/27 Attack Slow for 1.5 seconds.
- Harpy Camp (Chain Lightning) - Attacks release a chain lightning to nearby units. Deals 20/30/40/50 magic damage per bounce, with a 500 bounce range, has a maximum of 4 bounces, and has a 5 second cooldown.

MEDIUM CAMPS:
- Centaur Camp (Cloak Aura) - Grants 8%/10%/12%/14% Magic Resistance.
- Wolf Camp (Packleader Aura) - Grants 12% bonus damage.
- Satyr Camp (Mana Aura) - Grants 2 mana regeneration.
- Ogre Camp (Ice Armor) - Grants 1/1/2/2 bonus armor and causes attackers to be slowed for 8%/10%/11%/12% MS and 11/15/19/23 AS slow.
- Golem Camp (Hurl Boulder) - Dying with this buff throws 2 boulders to nearby enemies (prioritizing heroes) that deals 75 damage and stuns for 0.5 seconds.

LARGE CAMPS:
- Large Centaur Camp (Cloak Aura) - Grants 12%/14%/16%/18% Magic Resistance.
- Large Satyr Camp (Unholy Aura) - Grants 2/4/6/8 health regen.
- Hellbear Camp - (Swiftness Aura) - Grants 15/18/21/27 attack speed.
- Wildwing Camp - (Toughness Aura) - Grants 5 bonus armor.
- Troll Camp (Raise Dead) - Upon clearing the camp, gain 2 controllable skeletons with 70/90/110/130 HP and 12/15/18/21 Attack Damage
- Warpine Camp (Original: Pinecone Aura) - Whenever attacked, return 10/14/18/22 damage to the attacker.

ANCIENT CAMPS:
- Dragon Camp (Splash Attack) - Ranged and Melee. Attacks deal 30% splash damage in a 250 area around main target.
- Large Golem Camp (Granite Aura) - Grants 10%/11%/12%/13% Max Health Bonus
- Thunderhide Camp (Wardrum Aura) - Grants 40%/43%/46%/51% Accuracy and 35 Attack Speed.
- Frostbitten Camp (Timewarp Aura) - Grants 8%/10%/12%/14% cooldown reduction. Stacks with other sources of cooldown reduction.


These values seems all over the place, but that's the general idea of it! Maybe suggest some changes or tweaks in the values or even the passives themselves? Let me know what ya'll think.

BONUS: These last for 60 seconds.
Tormentor (Reflect) - Reflect 12% of damage dealt evenly to all units in a 800 AoE.
Roshan (Melee: Bash) - Grants 20% chance to stun for 1.2 seconds.
Roshan (Ranged: Spell Block) - Block one targeted spell every 20 seconds.

CREDITS

Created 19 days ago

Last edit today

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17 posts made - Member since 2023

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