Nerf The Jungle in the Early Phase in Archives Posted July 14 I update the post, after I created the topic I proposed to test my point by reading several reply, I will start: 1. Play 25 games in jungle (with friends and in only queue) with someone who knows how to play suicidal and with someone who knows how to play the short line alone (without a support) and I can say that we lost 60% of the games. 2. Our range of all the party because in some we became 5 players not 3 was only between gold 2 to diamond 2 3. Both the suicidal player and the lone carry said that the hero who goes jungle generates an imbalance if or if in either of the two lines, causing that line to be lost and in some cases both 4. Could you say well and what was the draft? We use the heroes that go jungle, suicidal, carry solitary with more percentage of use / victory in the game that by a great chance several are our favorite heroes 5. Some of those enemy heroes who benefited from their early line stage, usually won the game (both short and long lines) 6. Although I (the jungle hero) in the 25 games nobody in any game generated any complications (delay of the farm or blocking of fields) and had a good gpm and my essential items in each hero did not achieve (at the end of the early stage) I could not face by myself that enemy hero benefited. With these 6 points named (I have more points scored in a word that I believe) I hope it is enough to reconsider my request to nerfear the jungle so that the cases of 1-1-2 or 2-1-1 and a hero in jungle that I reiterate affects all the lines and does not always translate to a victory.