Different take on sightstone buffs/upgrades

IDKthatcool·4/25/2015, 10:44:12 AM·1 votes·477 views

Some time ago I was watching a YouTube video that was focused on a bug involving Evelynne and her stealth capabilities, the bug is as follows for those who don't know what I'm talking about. There either is or used to be a bug where you could get true vision on a stealthed Evelynne who is on the other side of terrain from your teams pink ward, by placing a green ward on the other side of the wall within the range of the pink ward( range ignoring the presence of the terrain) this gave me what i feel to be a fantastic idea to make the support role more attractive and entertaining to play. Now many discussions have been going on as of late concerning the support role and it's evolution in conjunction with other roles in this game and it's continued relevance within the contemporary meta, many of these discussions are about putting buffs on sightstone(mostly stats) which in my opinion would detract from the role's purpose and lead ever onward to the support role being taken over by off tanks/dps bruisers and burst casters/harass machines while focus on utility cc and coordination between the duo laners would give way to burst and tank/sustain lanes which either seeks to significantly speed up or slow down the laning phase essentially resulting in a damage race that ceases to be interesting.(run on sentence much?) Instead of having stat based buffs applied to sightstone it is my opinion that the buffs to sightstone should be second and third tier sightstone upgrades that give your wards various advantageous properties. The first unique passive I had in mind was something to the extent of the aforementioned Evelynne bug, essentially allowing your wards to extend the true sight range of nearby pink wards. Now obviously this would be Op considering the incredibly large area that could be revealed by true sight from just a single pink ward making stealth essentially a thing of the past. Logically it follows a nerf is in order and I suggest the following, the true sight provided by the green ward(extending that of the pink ward) would only last for a brief period at the beginning of the wards normal duration after which stealthed units are no longer revealed(by the green ward). This too seems OP to an extent though in respect to the power it would give to a team trying to secure Dragon or Baron from enemies outside the pit looking to steal, therefore I propose a natural counter to the capability for true sight on a massive scale(however brief it may be) in the form of a buff to sightstone that would render true sight ineffective by providing a next tier of stealth of some sort to wards, though it would have to match the brevity of the true sight provided by the previous buff, or a buff that simply makes your wards indestructible to a certain degree. Now the first counter buff seems as if it would be very difficult to balance with the true vision buff(duration wise) though the second could be two different easily nerfable/buffable qualities. On the first hand you could make the wards indestructible for a brief period of time at the beginning of it's duration, or you could give those wards a much larger pool of hp to make killing it either before it initially becomes invisible or when briefly revealed by fleeting true sight. The last option just mentioned I feel would make denying vision very teamwork oriented as a larger pool of auto attack hit points would make it necessary for multiple allies to assist in dewarding under disadvantageous circumstances with high stakes(e.g. Baron or Dragon). I would propose a third(in the spirit of RPS countering ideology present everywhere else in this game) or even fourth(following the example set by the season five upgrades to hunters machete) counter buff to add a more multidimensional strategic element to the vision game. I'm a relatively new player, I started playing the game roughly halfway through season four, I play primarily in the bot lane and I love the element of teamwork that is especially important in that lane as well as the mechanical prowess the adc role entails given it's important yet delicate function in regards to the endgame. Even more so than that I love the importance given to the vision game as a result of those aforementioned aspects of the lane. What I don't love on the other hand is the community of scattered amateuresque willfully ignorant players that infest the lower elos(at least on NA server) of bronze and silver, as well as second hand accounts of the same up as high as gold or higher, who refuse to acknowledge said importance of the vision game, and are allowed to do so by others who though don't embody those traits have long ago tired of preaching the gospel of vision to the tune of their own demise. This situation is a blight upon the otherwise rich and diverse community of the game as a whole and I for one feel that the unbalanced comparably uselessness of sightstone taking up an entire item slot for 4 lousy green wards, with nothing other than a fifth and some more health to branch out to, is partially to blame for the lack of attention paid to the concept of vision while jungle has it's validity reaffirmed by a massive expansion of buffs(jungle camp and item upgrades) as the support role is squandered by those mislead by disinformation. In conclusion I would like to restate my opposition to the proposed buffs I've heard under the claim of blandness and also say that it is my belief that the ideas I've proposed in this post would do a great deal to improve the game by promoting teamwork, helping to glamorize wards/warding/vision/sightstone making new players learn their importance and forcing the willfully ignorant(trolls) to either mend their ways or find a new game to play, and adding additional depth to this very essential strategic element. Thank you to those who read through my terrible mangling of English grammar and pompously pretentiously verbose vocabulary to understand my exciting(IMO) ideas to reinvigorate the support role as the jungle role has been in these passed few months. Please reply, any comments or questions(if things are unclear) are greatly appreciated.

1 Comments

IDKthatcool4/29/2015, 7:17:01 PM1 votes

I'm starting to become a little disappointed, I really thought I was onto something with this idea, of course it's complicated and requiring enormous amounts of discussion but warding is perceived to be so bland and unnecessary by low level players and I for one would love something to help make others aware of the importance of warding by making it a little more flashy and interesting with more permutations to the way things can work with a ward or several.