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Vision Score Details

RiotRiot GMang··1 votes·375,088 views

Hey everybody! We're trying a new "Vision Score" end-of-game stat (among some other new ones).

The TLDR: Vision Score is a loose measurement of vision game contribution, and can be ballparked as "about 1 point per minute of ward lifetime I'm responsible for providing/denying." It tends to be in the 5-150 range.

If you want more detailed info, here's more stuff to read below!

Vision Score Context

Participating in map vision is a powerful way to contribute to winning the game, but compared to many other types of contributions (like killing champions), there aren't very good tools to identify vision performance. You can check "Wards Placed," which is better than nothing, but as a lone data point, it's too isolated to paint a meaningful picture about how vision went in a game.

Vision Score is a new tool to help players in this effort. It's more complex and comprehensive than Wards Placed, incorporating temporary reveal effects and vision denied while also establishing some anti-cheese rules. The hope is that this score is a more meaningful, trustworthy number for players to analyze and compare performance.

It's important to note that Vision Score is not trying to be the last word on what good vision looks like. We felt that vision was such an ambiguous, indirect system that replacing player analysis with computer evaluation was not realistic or desirable. We're trying to keep it comprehensive enough to be meaningful but simple enough for interested players to break down and analyze. Vision Score is less trying to be Champ Mastery and more trying to be CS or Damage Dealt--it's a useful metric to evaluate performance, but nowhere near a "final score" on how well each player did.

So, this system focuses more on "how much are you contributing to vision in a way that's potentially useful?" and keeps "exactly how useful was it?" a more secondary question.

Vision Score System

The "scale" of the point system is "every point of Vision Score is about equal to one minute of ward lifetime in value." So if your vision score at the end of a game is 121, you can ballpark "my vision contribution this game was worth about 2 hours of ward lifetime." This number comes from three main sources:

  • Ward Lifetime Provided: Each minute of ward lifetime you provide by placing wards will give you 1 point (can give fractions of points). There are actually a lot of modifiers to this score, see "Ward Lifetime Provided Modifiers" below.
  • Ward Lifetime Denied: When you get a ward takedown (earned gold from a ward's death), you get 1 point for every minute of lifetime remaining on the ward (permanent wards are assumed to have 1.5 minutes of lifetime remaining).
  • Vision Mechanics: Various vision-providing mechanics have a baseline score on-use (usually 0.1 to 0.5), and can also give bonus scores if revealing unseen champions or epic monsters (usually 0.1 to 1.0). This includes Scryer's Bloom, trinket activation, ward placement, Scuttler Ward, Ashe Hawkshot, Kalista Sentinel, and Quinn Heightened Senses. A Hawkshot that reveals a full Baron attempt will give much more than a Quinn W that reveals nothing (which will still give some score).

A typical Vision Score can be single digits (short game where you're not using trinket well) to well over 100 (long game with consistent sightstone use). Generally, vision-focused junglers come out on top for shorter games, whereas Sightstone supports come out ahead on longer games.

Ward Lifetime Provided Modifiers

The rule of "my wards give me 1 point per minute they're alive" actually has a bunch of rules that can reduce the score. Each of these reduces the score multiplicatively: if two rules each reduce the point value by 50%, the resulting ward will give 0.25 points per minute, not 0 points. Modifiers only apply to the value from their actual duration: getting a -50% modifier for 6 seconds will translate to -0.05 points, not a -0.5 reduction from the entire minute.

  • Staleness: A ward that hasn't seen any interesting units (enemy champions, wards, and epic monsters) in a while will gradually go down in point value, starting at -0% at 60 seconds of staleness and worsening to -50% at 120 seconds of staleness.
  • Redundancy: While a ward is near other friendly sources of vision (allied wards, structures, and lane minions), its point value will be reduced, starting at -25% for 1 redundancy and worsening up to -75% for 3+ redundancies. Lane minions don't count as redundant if the ward is in brush.
  • Safety: A ward that's very close to your base can give less score, starting from -0% score around your buff camps and worsening to about -50% score at your base walls.
  • Pointlessness: A ward that's very close to a friendly structure or inside your own base will have a -100% modifier to its point value.
  • Baseline: If a ward is quickly killed by enemies, it will still give lifetime score as if it survived a minimum of 20 seconds (0.33 points).

This modifier system does make some compromises in the name of avoiding cheese while hopefully staying understandable. The goal here is to capture general contribution, not perfectly measure ward usefulness.

Closing

We're excited to start seeing utility contributions get some much-needed visibility. This is an early take on this particular facet of the game, and I'm sure both the mechanics and the presentation have more work to do.

Hopefully, Vision Score becomes a number that you can appreciate and analyze without it feeling too arbitrary. We'll be looking to iterate on it based on game results and feedback.

81 Comments

Spideraxe13 votes

How can vision be real if our eyes aren'titem 3187 item 2045 item 2049

RiotRiot GMang21 votes

I dunno LeeSin can get pretty good vision score

JRobin318 votes

LeeSin's vision score is just providing vision for his teammates because fog of war doesn't actually exist for him.

Vicex11 votes

Can you get vision score in ARAM?

Gandlos8 votes

Shouldn't the Safety modifier also depend on which turrets of yours are still standing? If you lost up to t2 turrets maybe the scoring should get better instead of staying worse cause you actually provide useful vision cause the enemy has access to your jungle?

RiotRiot GMang11 votes

Ya it's possible that it's overly harsh. In general, we were ok with "if your team is losing and in base, you will have a hard time getting a high vision score, because you will have a hard time having actual vision control over the map. Your score will still be high compared to your team, but the fact that your score is getting strangled is probably reflective of the reality of your game state." We might wanna reopen that discussion tho...

Valor Bot4 votes

Will there be points added to the Vision Score if you deny enemy vision with certain skills such as Quinn's Q or Nocturne's R?

RiotRiot GMang16 votes

Currently we don't give points for applying Near Sight, though that's a pretty reasonable suggestion. Hm...

Valor Bot3 votes

Make it happen GMang! :)

RiotRiot GMang6 votes

Was able to whip that up pretty fast, should make it in!

Decided on Nocturne ult being worth 1.0, and designed backwards from there.

The rule is: +3 points per minute of Nearsight applied to enemy champions (allows fractions).

LATE EDIT: Unfortunately we've run into some performance hiccups for CC score. This will probably be postponed. :(

420 grams3 votes

Can we have a damage dealt to Structures stat? Smite has it, so I can't imagine it's really that hard for league to be able to figure out how to make it.

RiotRiot GMang5 votes

Check out this thread to see other stats being added (I think it may interest you hah): https://boards.na.leagueoflegends.com/en/c/developer-corner/xE35BtAR-midseason-update-utility-contribution

Ethan Allen3 votes

PogChamp Supports can get more things to show their work

Anastaecia3 votes

What about abilities that grant vision (but aren't solely for that purpose)? Lux's E, Nid traps, Zyra seeds, etc.

RiotRiot GMang4 votes

We talked about this and decided to draw a line at those tactical multi-purpose spells that don't focus on vision. At the extreme end, almost any line skillshot can be used to scout brush, but incorporating this into the system made complexity explode pretty hard (both from a code/performance standpoint and design/comprehension standpoint). We may look to add a few more cases (traps stood out as more meaningful) but it's still being discussed (and we're interested in player feedback).

Damned Scholar3 votes

It feels weird to not at least have the Revealed status on the list. An appropriately-placed trap or chucking Pix on someone before they enter brush can be a huge asset to a team.

MysterQ3 votes

https://boards.na.leagueoflegends.com/en/c/gameplay-balance/k9MXINfa-idea-postgame-ward-map

Good direction. I think vision awareness needs to be a thing to increase level of play at all levels. I am sure this was in production before my suggestion.

Also ADD team total vision score. This is important to promote the team aspect of the game and vision. If you are losing every game and have a lower team vision score, hopefully that can be a message to vision more, etc.

Pointlessness: A ward that's very close to a friendly structure or inside your own base will have a -100% modifier to its point value. I get this. But what if I don't have red and bought Control to clear an enemy TP ward into our base.

RiotRiot GMang4 votes

Ya we started playtesting vision score in January. Posts like these are still useful though, any feedback for what you're working on can be a good data/discussion point.

I think if Vision Score ends up being a useful metric for people, we'll look to expand it further. Being able to find your score mid-game, seeing team score, or knowing your career score is sort of "next step" territory to explore.

Edit: In that particular case you'd get Ward Lifetime Denied points for the ward takedown. The Pointlessness modifier may deserve more some special casing based on the state of your actual base, though we haven't noticed it heavily influencing score or behavior in our playtests.

rtbf2256182412 votes

You mentioned "career score" and something clicked in my head - Why not have the most important scores as a highlight on your profile? Kinda like how Takedowns, CS Score and Wins used to be there. It would be an epic badge of honor to show off not just a profile page with so much free space.

Ofcourse, i'm not suggesting to clutter it.

UnbornHeretic3 votes

This vision score is cool and interactive. I like how it emphasizes the need for a support and encourages ADcough cough the rest of the team to place down some wards for once.

How is the other score for CC going to be calculated? Is it going to be based off of seconds you CC'd the enemy or what?

RiotRiot GMang10 votes

CC Score: Hard CC duration applied to enemy champions (in seconds), plus half value for most types of soft CC, plus 1/6 value for slows. You can score off multiple champions at once, and allies can overlap their CC with yours without reduction; but if you apply multiple simultaneous CC to a single target, it only chooses the highest scoring CC you have on them for score.

People with heavy teamfight CC or who have repeated lane CC tend to get top scores. DPS carries tend to have lowest scores.

Glory ln Death3 votes

Since you separate "soft CC" and slows, what exactly are you considering to be "soft CC"? Blinds, silences, etc?

RiotRiot GMang7 votes

For this system, if you are A) unable to issue move commands OR B) unable to issue spell commands, you are hard CC'd. Soft CC includes Blind, Nearsight, Grounded, and Disarmed.

50000000000000003 votes

:o So Garen can finally "hard CC" people?

KingMushr00m53 votes

Garen has always provided death, the hardest CC

Crazytank4 votes

I logged in just to upvote this.

Zandrethell1 votes

^^ laughed for about a minute straight

Nakoruru3 votes

Pointlessness: A ward that's very close to a friendly structure or inside your own base will have a -100% modifier to its point value.

  1. Our Nexus turrets are gone and enemy Shaco/Evelynn/Rengar/Twitch/anybody-with-teleport could come and finish the game when we are distracted. The red ward next to Nexus could be game-breaking, but you set penalty on it.

  2. Also enemy team's spotted my red ward and are trying to destroy it. I put another red ward next to me (usually at base or next to the turret) denying the gold and experience (I hope it works this way). Shall I get bonus points for that as if I destroyed that ward?

Don't forget that Twisted Fate reveals all champions during his ultimate :)

Shall Graves, Quinn, Tahm Kench and Nocturne get extra vision-denying points for using their spells that reduce enemy vision?

Also Karma reveals bounded enemy with her W.

Let's also remember Rek'Sai that has tracking ability!

Teemo's mushrooms provide vision at small area and last 5 minutes!

Shall there be new summoner spell "Blind" that blinds enemy champion for several seconds? I see those panic flashes coming :)

I know it's just the beginning, but I've shown you some ways of improvement :)

ModAcademy Kayn2 votes

This is a mini-game I can get behind.

Clown Syndroam2 votes

I think the direction of having this additional metric is great. However, while it's good for helping players who want to improve, are you guys looking to find ways to encourage (or even reward) more warding/vision? This question is mostly for those auto filled supports who refuse to buy sightstone....Which is a very frustrating experience to deal with.

RiotRiot GMang3 votes

Making strategic contributions (and the support slot) feel more compelling and require less personal sacrifice is a big topic for us. I suspect it will take a long time until we're happy with it. I agree that buying Sightstone (and autofilling support in general) can be a big buzzkill, and things don't have to be that way. I don't have much to add atm other than what we're already showing for Midseason, but we are definitely thinking about that particular problem and consider it a high priority for LoL core gameplay. Vision Score barely scratches the surface imo.

Tormentula2 votes

I just have one concern:

Will the vision score be a factor in giving S ranks? Currently clearing/dropping wards counts towards the grade, but would a good vision score also be needed now in order to gain more mastery?

58697132DEL12 votes

YESSSSSSS FINALLY!!!! I have a hard number to shove in the face of people that don't appreciate tactfully clearing wards! Thanks riot I'm gonna shoot for an average 125 per game and NOTHING LESS! PLUS ULTRA!!!!

DorkunedAuras2 votes

Does Tremor sense Qualify as a vision granting effect?

japhib2 votes

I'm guessing it won't count towards this vision score since it basically replaces Rek'sai's regular vision while burrowed.

Raven and Terra2 votes

My only question is this: When can we have control wards get the buff the vision wards have when originally placed? I find this very helpful in being able to tell who is actually warding the map and who isn't. Like, for vision wards I just have to read the buff icon and read who placed it, but with control wards, I can't really do that. I find that this helps me a lot to know who actually wards their lanes and who doesn't, which, as a jungler, means who I might drop a vision ward by (or vision ward if I haven't upgraded to red trinket yet).

IcyPepper2 votes

whereas Sightstone supports come out ahead on longer games.

What's the other type of support?

Reported by teammates who don't like off-meta strats Supports?

patmax171 votes

The first thing I thought was "It would be cool if I got bonus points every time my ward reveals an enemy champion", but I guess it's more or less factored into the "staleness" modifier?

RiotRiot GMang3 votes

Yeah we wanted to promote general trends, not specific game events. This is both to avoid cheese (only placing where I already suspect enemies are) and also because the value judgement on individual vision choices is so nuanced (a ward can be perfectly placed and utilized even if there's nothing there to spot). That said, the act of dropping a ward can still give you some score for revealing unseen champions (as mentioned in "Vision Mechanics" sub-bullet). We did this (in combination with the minimum ward lifetime) because reasonable wards are sometimes placed with the understanding that they'll spot something and die quickly, and that seemed like it shouldn't be heavily disincentivized in the system.

Overlord Forte1 votes

The lane vision ward score-reduction seems unnecessarily punishing to in-lane ward techniques. This is especially relevant in mid lane, as warding just outside the enemy turret tells you which direction the enemy is going to path in to roam potentially.

RiotRiot GMang2 votes

Which part are you referring to? The way nearby friendly lane minions can reduce score?

Desoxi1 votes

I really have the feeling that this vision score is not taken into account when determining your rank after every game when playing the support role. Or the weighting is pretty low. To get a good rank as support you always have to get some kills. But if yo have no kills but a ton of assists and a vision score around 80, you still just get an A- to A+ which is a bit sad in my opinion.

HitmansBodygard1 votes

I dont understand this 20 or higher vision scor mission for 2018 msi emote How to gat that 20 vision score

villePlatte1 votes

bumping

Brydaro1 votes

This ended up being my consolation prize for bad games. I consistently outward the enemy support, and that feels good. KDA and KP are more important to me, but I don't get credit for helping take down towers, so Vision Score ends up being my third stat that I watch. It feels good to outward the enemy support, and this provides context for why I can destroy more wards and place more wards but still only come out a couple points ahead.

TeeHax1 votes

Does vision score also include abilities like Teemo's mushroom?

Lisa Babe

First.

xRayka6 votes

[{quoted}](name=Lisa Babe,realm=NA,application-id=A7LBtoKc,discussion-id=4Pv0FcII,comment-id=0000,timestamp=2017-04-19T22:15:00.412+0000)

First.

Someone permaban this guy

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