What CertainlyT Feared? (The Vision Paradox)
#The Vision Paradox
The tendency for the LoL community to pay lip service to the power of vision, claim it wins games and is what separates the Pros from the Noobs, but then in the same breath suppose that wards would be better or more useful if they had combat effects: do damage somehow, or grant movement speed, or emit a health regen aura, or any number of other non-information related things.
Let me ask you, if vision is truly so powerful, can’t it stand on its own? Why do we need additional effects? I don’t think we do, but I see it, and even Xypherous has alluded to Riot considering such things, which is troubling.
I maintain that the problems surrounding the vision game - the lack of player’s appreciating vision and engaging in stealth gameplay - is due to the way vision is expressed. If wards were more overt in how they controlled territory and how exactly they functioned, Riot would find player’s vision scores increase across the board.
As I’ve stated elsewhere: every champion can use stealth, but certain roles and classes - the jungler, the supports, marksmen, and assassins - are closely tied with the vision game. And maybe, just maybe, if Riot were to really emphasize stealth gameplay and vision and the information game, then they could use it as a lever for balance.
Players should fight their opponents, not the game. We strive to present information in a clear and precise way so that League can be about dominating opponents with skill and teamwork – not through bookkeeping hidden information.
"Clarity means we want distinct, transparent mechanics in everything we design. When the outcome of a game hinges on a player’s ability to quickly assess the situation, information needs to be clear and accessible. This doesn't mean we tell players the best play to make, but we should make sure they have the right info to make calls as best they can." https://vignette.wikia.nocookie.net/leagueoflegends/images/9/92/Morello_%26_Better_Nerf_Irelia.png/revision/latest/scale-to-width-down/95?cb=20140716220447 --- Ryan “Morello” Scott, Dev Blog: Design Values League of Legends
The Rioters have repeatedly stated they want to ‘streamline’ the vision game. Yet every successful and praised stealth game has given the player a multitude of options for avoiding and misleading and manipulating their enemies and obstacles. And with League itself we are presented with over 75+ legendary and mythic tier items, all with a specific niche (ideally) and unique actives and special abilities for combat. Yet for some reason, applying this design to our vision and information gathering tools is not considered worth pursuing?
CertainlyT, [when asked about what he thought of the current state of stealth in League](https://www.youtube.com/watch?v=6extCduY-QM), implied that he disliked the direction Riot was taking with wards - unique and special wards that don’t offer any compelling gameplay and replicate the same play patterns and behaviors that our current wards offer is self-defeating. Variety for variety’s sake - variety that doesn’t carry any additional depth or interaction for players to master or express themselves - creates a bloated and inelegant game.
Yet this is the path Riot is pursuing with the addition of the Watchful Poro and Zombie Ward and other ward-related masteries. More ways of getting vision is necessary to promote stealth gameplay, but these expressions of vision carry with them all of the same problems as Riot’s current iteration of ward constructs, and are detrimental to stealth gameplay and, by extension, League, because as we established, it becomes nigh impossible to engage in stealth gameplay **when you are unable to determine whether or not you can be seen.**
https://vignette.wikia.nocookie.net/leagueoflegends/images/a/af/Zombie_Ward_rune.png/revision/latest/scale-to-width-down/52?cb=20171007115218 https://vignette.wikia.nocookie.net/leagueoflegends/images/4/42/Ghost_Poro_rune.png/revision/latest/scale-to-width-down/52?cb=20171004082304
[ One needs only look at Kalista’s Sentinels to understand how they allow stealth gameplay in a way that no other form of vision in League does.](https://www.youtube.com/watch?v=jlM-ugG84YM) CertainlyT also goes on to talk about how wards (with their current functionality) completely eclipse the need for supports with vision granting abilities: _"Things we would really need to resolve are what is that support doing with that [stealth] that fills the desires of a support player, in particular scouting or watching? It ends up not feeling that valuable because you could’ve just dropped a yellow trinket there. It’s always competing with 75g to use a slightly anachronistic cost."_
Hence, **I find it ironic that CertainlyT** is the one who designed Kalista and Darius, the only two champions to grant vision in a cone, and Thresh, who has one of the coolest vision granting abilities (this is incontrovertible) in League that also has tons of extra utility built into it (his Lantern) and Zyra, who also has built-in vision thanks to her Rampant Growth (if only it was all her Seeds like it was in the past, would that be too strong?) AND Warwick, the Uncaged Wrath of Zaun, with his Blood Hunt _Scent Trail_ - an ability on par with Rek’Sai’s _Tremor Sense_ in terms of getting information and thematic awesomeness, **is, on the one hand, one of the driving forces behind making stealth gameplay a reality in League, and on the other hand, cannot or did not see the need for different expressions or forms of vision and information when it comes to wards.**
He understands that wards don’t feel valued, despite being incredibly valuable. I think this is entirely due to the way vision is expressed, which is currently, and has been for the longest time, a circular AoE of vision. This is undoubtedly the easiest way to express sight for League’s programmers, and it is obviously functional for the purposes of League, but as I tried to explain, it constricts the possible design space, as how can wards that offer vision in other forms, i.e. cones of sight or lines of sight, compete? The wards we currently have, with their circular AoE, effectively have no drawbacks and very little counterplay. They cover huge areas at very little cost or risk, and aren’t very interactive due to most of them being invisible or easily becoming invisible. Most of our interaction with them is limited to having one of a handful of specific anti-ward counter-items rather than a player's mechanical skill or timing.
So what can Riot do? What should they do?
I think we need actual clarity around the mechanics and elements that enable stealth gameplay and a wide selection of ways to become invisible, detect enemies, and gain vision. In other words, we need more ways of interacting with Riot’s information system both in gaining information and denying it (which amounts to Riot enabling / supporting / promoting stealth gameplay). More wards, more trinkets, more champion abilities, more legendary and mythic tier items that play with vision and detection. I know that’s dangerous, largely unexplored territory but I think Riot is equipped with the people and tech to give us some really interesting and creative ways of getting info, misleading and distracting our foes, and engaging in stealth gameplay.
If only Riot would open their eyes and embrace their destiny.

Twitch in less than a second
will become
and inevitably be nerfed
consumable