Suggestions for Sightstone changes, based on Xypherous' statements about "Ruby Sightstone"
This thread will contain an analysis of what Xypherous said and what i read in similar threads to mine.
Point of it is, to bring some interesting new mechanics into upgrading the Sightstone
, which at the moment has a rather boring and meaningless upgrade.
After gathering some information, I'll try myself at fitting the acquired knowledge into some quick thoughts, that obviously are open for discussion. I'd really like to see other's thoughts on my work. Criticism is fine, but give reasons please.
Well then. Let's start off with Xypherous' statement, that gives us the first hints. I will include summaries after each major paragraph.
"We don't want the Ruby Sightstone upgrade to be particularly desirable as we'd much rather have Supports buy almost any other item than be forced to spend even more income on vision.
The problem with vision related upgrades is that they tend to become mandatory - and thus choke out any other itemization options that exist - thus compressing the function of almost every support (and jungler) into a vision bot."
And
"It exists as a super late game option to ensure that Supports final builds aren't destroyed by a incredibly slot inefficient stat item - hence why it's a Giant's Belt worth of Health with Wards.
You upgrade it, if you have no other choice - because you need that slot to provide at least okay statistics for the end-game."
So from what he said, a possible Sightstone upgrade would need to be: -either relatively weak or only accessable later on, to spare Supports from being degraded to vision-slaves -cost-efficient enough to stay a desirable slot-filler
Let's look into what upgrades other people came up with:
+
= [...] Instead of extra Hp, the upgrade would provide more Mana.
(Actually a good idea, but not different enough to consider it a worthy new item. Also Supports get free Mana or Mana-reg with every Happy Meal Support item)
+
/
/
= [...] Instead of Hp you would get some Armor/Magic resist/Ap
(While pretty good on first look, I concluded that these items would be rather boring. If the numbers got balanced to fit in, I'd expect them to be rather underwhelming. Also I'm looking to create something interesting here)
Other suggestions included rare stats like Tenacity or Mpen, or aura-effects. I expect those to be both too strong on Supports and Junglers. Instead, I'd like to focus on altering the vision game.
First off, an analysis of the Ruby Sightstone
:
Recipe
+
+ 400 Gold
The upgrade compared to the regular Sightstone grants:
+250 Hp
+1 charge for wards
Combining Sightstone and Ruby Crystal (400 Gold) gives: +100 Hp +1 charge for wards
In the following, I want to propose my own thoughts on this. Base of changes is combining the Ruby Crystal
and the regular Sightstone
.
Take note, that unless stated otherwise, the upgrade still only has 4 charges.
Also just like numbers, names are only initial, to allow for general suggestion and discussion.
As stated above, I suggest these upgrades to be available only after level (12). This is, to give Supports some time to purchase a few basic items, without the pressure of rushing a Sightstone upgrade.
(1) Ruby Sightstone (400 > 600 Gold)
+100 Hp
+1 charge > 2 charges for wards
(Gotta keep up with the other improvements)
(2) Sapphire Sightstone (600 Gold) +150 Hp +allows for exceeding the charge-limit, but costs (25 Gold) per "over-use" (Restock at base as usual)
(3) Emerald Sightstone (600 Gold) +50 Hp +1 active Stealth Ward possible (Also applies to Ghost Wards aka Sightstone Wards, but not Vision Wards)
(4) Amethyst Sightstone (600 Gold) +100 Hp +250 vision range on wards (base range is 1100)
These are my initial proposals. All open to change. Feedback of any sort is welcome, but please try to give me an argument when suggesting changes. Random number changes make me ignore a comment, rather than wasting my time on figuring out what someone thought. Questions also welcome :)
ahem.