Funneling continues to be present in solo queue at all parts of the ladder. We're going harder on the restrictions so that laners are more motivated to keep their gold and XP. Those who are playing the lane as is and not funneling an ally will essentially never run into this condition.
UNIQUE - Monster Hunter :
MINION GOLD PENALTY : [13 less gold] ⇒ 13 less gold and 50% less XP from lane minions if more than half of your farm is from minions; removed at 14 minutes
Champions' pets' attacks now also apply burn.
Since pets feel like a champion's ability and abilities trigger Hunter's Talisman's burn, we're making it so that pets also apply that burn.
HOT DOGS Passive burn effect now applies on attacks from pets
ITEM FAMILY : Also applies to all of Hunter's Talisman's upgrades (Stalker's Blade, Skirmisher's Sabre, and all their variants)
Unenchanted jungle items reduce gold received from minions if their owner has too much minion gold.
When preseason shipped, we pulled out the Monster Hunter gold penalty to see if other changes would naturally discourage gold funneling (higher tradeoff via turret plating, higher risk via minion and monster bounties). Funneling's made a small comeback, so we're adding a new version of Monster Hunter that's more graceful than last season's check on who had the highest CS.
MONSTER HUNTER : Hunter's Machete, Hunter's Talisman, unenchanted Stalker's Blade, and unenchanted Skirmisher's Sabre now reduce minion gold earned by 10 per minion if their owner's gold from minions is greater than half their gold from monsters
Monster Hunter gold penalty removed.
Other preseason changes increase the risks (farm bounties) and tradeoffs (turret plating) of the gold funneling strategy that originally caused us to introduce the Monster Hunter penalty, so we don't need it anymore.
MONSTER HUNTER Owning Hunter's Machete, Hunter's Talisman, or an un-upgraded Stalker's Blade or Skirmisher's Sabre no longer reduces gold granted by lane minions if you have the highest minion kill score on your team
Monster Hunter restriction now applies if the champion has the highest minion kill score, not the most gold.
The previous Monster Hunter had the effect of inhibiting the snowball of a jungle who got ahead with kills, not just a champion who was duo-farming the jungle. We're changing the mechanic to only restrict champions who have the highest minion score, not the highest gold.
SHARE THE LOAD If you have the most individual total gold on your team, lane minion kills will grant 10 less gold
SHARE THE LOAD If you have the highest minion score on your team, lane minion kills will grant you 10 less gold
TWISTED TREELINE The Monster Hunter changes also apply on Twisted Treeline.
If you have the most individual total gold on your team, lane minions kills grant less gold.
Jungle funneling tends to be a very passive and unengaging strategy, largely rooted in avoiding conflict. This is subverting a lot of normal laning patterns, so we're looking to significantly nerf the strategy. We'll be pursuing cleaner system solutions to the problem in preseason, but for now we're just trying to decrease the viability of funneling.
Hunter's Machete /
MONSTER HUNTER If you have the most individual total gold on your team, lane minions kills will grant 10 less gold. This penalty is removed upon completion of an Enchantment on a Skirmisher's Sabre or Stalker's Blade.
Hunter’s Talisman has been relatively weak and we’re looking to buff it. These changes should also help expand the jungle roster to include champions that have mana problems in their first clear.
KINDLE DAMAGE :  ⇒ 60 damage over 5 seconds
KINDLE HEAL :  ⇒ 30 health over 5 seconds
KINDLE Damage over 5 seconds is no longer amped to 75 if you have bonus health
BASE MANA REGEN 150% while in the jungle
MAGIC OF THE JUNGLE Up to 40 mana per 5 seconds based on missing mana while in the jungle or river
TOOTH (PASSIVE) : Burns for an additional 20 magic damage over 5 seconds (still steals 25 health over 5 seconds)
KINDLE (PASSIVE) Upgrades Tooth's burn to deal 50 magic damage over 5 seconds when you have bonus health from an item or effect
Hunter's Talisman Upgrades
TOOTH (PASSIVE) : Burns for an additional 50 magic damage over 5 seconds (still steals 30 health over 5 seconds)
Monsters grant more experience to junglers but less to non-junglers.
The tactic of a solo player abandoning lane to farm monster camps with their jungler (we call it 'buddy jungling') evolved in response to the 2v1 lane swap. Rather than sit under tower, zoned out of experience, top laners ditch their lanes for safer prospects. Buddy jungling is enabled by the 'comeback' mechanic, which increases monster experience for lower-level champions. Though the jungler and top laner are both constantly underleveled due to splitting camps, comeback experience softens the punishment by adding net experience versus a solo clear.
The casualty of this technique is the early game itself: buddy jungling puts eight of the ten players on the Rift into a pure PvE situation. That leads to an incredibly stale opening phase of the match and eliminates the lane dynamics many of League’s early-game champs (Renekton!) rely on to make their impact.
We're putting a damper on buddy jungling by removing the experience efficiency granted to the buddy. That’s not to say it isn’t still situationally viablhaving two people in the jungle can offer strategic valuwe’re just ensuring it’s a
ONLY FOR THE WORTHY : Non-epic jungle monsters now only grant experience to their killers
CATCH-UP Jungle monster experience rewards no longer increase when you’re lower level than the slain monster
FARM RAZORBEAKS All Jungle items now grant 30 bonus experience on monster kill for each level higher the monster is than you
TIER 1 JUNGLE ITEMS : Hunter’s Machete and Hunter’s Talisman grant  ⇒ 50 bonus experience on large monster kill
TIER 2 JUNGLE ITEMS : Stalker’s Blade, Skirmisher’s Sabre, and Tracker’s Knife grant  ⇒ 50 bonus experience on large monster kill
HUNTING GROUND : Based on the above changes, total jungle experience rewards have been adjusted. Overall, junglers now get slightly more experience per clear while non-junglers get slightly less.
Primarily for ranged champions that like to kite (or spellcasters of any variety), Talisman just wasn't cutting it against larger monsters, so we're giving it a bump.
BURN DAMAGE :  ⇒ 25
*(Knowing that Brand can finally jungle... It fills you with determination.)
The other half of the essential Hunter's gear, Talisman provides an option for those tanks and mages lacking the sustain to survive their early clears,. Massive boosts to mana regen and the health drain on monsters make it less specialized than Machete, increasing the number of would-be adventurers who can hold their own the jungle. As a pro-tip, consider starting at the Red Brambleback to take advantage of red buff's health regen to safely power-clear with Talisman's mana battery at your disposal!
TOTAL cost : 350 gold
mana REGENERATION : 150% while in the jungle
UNIQUE passive Tooth: Damaging a monster steals 20 health over 5 seconds. Killing large monsters grants 15 bonus experience.