A way to remove the annoyance of ward hops without removing it itself.
When a ward is placed, it has a 6/5/4/3/2 second cooldown before lee can dash to it.
Now lee can keep his flashy plays but not him missing his Q then going "HAHA f you i have point-and-click mobility now die".
Examples:
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Lee ganks bot. He misses his Q then jumps instantly to a ward and kills both of them- REMOVED
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Lee is being chased by a single enemy. He then places a ward in front of him and continues running. Then, an ally comes to help Lee while he jumps back to the ward and they manage to kill the enemy and save Lee- KEPT
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Lee is at 5% health and is about to be killed. Nope, nevermind, hes allowed to live just because he had a ward ready- REMOVED
with a MAX rank E, and no one says "you need to respect zac's slingshot range". Why? cause you cant respect something you can't see.
I'm an Eve main and i never tell someone "you need to respect her stealth range" cause they can't see it until she's right on top of you! the difference is Eve will always have 700 units minimum to run are her target, and she has MUCH less dmg until late game, and she can't jump walls, AND she can't knock your ass 1200 units back into her team. "respecting"
dash range is a viable counter play tip because it's only 700 units! until he hits lvl 11 or 16 then it's 900. That's a very manageable dash range even with his ults stealth. If lee could only W to minions or champions then you have actual counter play because you can zone yourself away from enemy minions/champs if you're being ganked.
etc.