Pink Ward Balance Idea

lojLxJvM8N··2 votes·515 views

Something Riot had wanted to implement was to make a pink wards a point of contention. I feel that in solo q and even competitive play pinks aren't doing what Riot wanted. If you start hitting a pink ward and then are scared off by an enemy you can just retreat then go back to kill it with 2 or 3 cheeky autos. Even in Pro games, someone will rush to their pink and save it with only one hit left, 20 seconds later it dies due to the other team simply returning. Five hits gives a pretty good opportunity for a team rush in and defend it, but multiple attempts on the same pink ward make it pretty easy to kill. If your pink is already low, then you have to sacrifice time and positioning to defend it. Late game, without oracles 3/5 or more teammates are forced into buying sweepers making pinks more valuable as , but even more vulnerable due to adcs and other as champs having their items. Total vision DOMINANCE was easily obtainable season 3 and prior due to no ward limit and oracles.

Having pinks wards regen would make for more skirmishes from early game all the way to late game. One thing that made oracles so good was starving the enemy of vision and like a chess like fashion, take away every opportunity to win and force your opponent to react to you. Not to say that there aren't way to force your opponent to play (split push, tower seige, drag or baron pressure), but I found ever since they took out oracles, even when behind, it is easy to have vision no matter how far behind. This can be accredited to free trinket wards and the scrying orb plus, the buff to it makes it even easier

Similar to mobility boots, I suggest that pink wards after not being attacked for 8 seconds regenerate one hp per 3 seconds (or something similar). Teams will be forced to skirmish or allow for true vision dominance. If teams want to play safe they sacrifice that spot of vision, whereas the current state you can easily kill all pinks and share a brush with stealth wards. Too many times will I sweep a ward and support just plops another one down. Any comments, or changes would be appreciated.

TLDR: Have a way for pinks to regen hitpoints to make them more of a point of contention vs just being something to remember to kill when it's safe to. Doing so will make for a more skirmish oriented game. Vision control should be VISION DOMINANCE. It is way to easy to still retain vision when you are losing.

4 Comments

FHMarshy1 votes

I would say the whole point of a pink ward is the TIMING. you don't NEED to have an everlasting pick ward. What you need is a pink ward to make sure you clear the vision in the area when you are taking objectives. For example, you don't NEED to have a pink ward on the dragon area the whole game. You only really use it when the dragon is up and the team is contesting it. Pink ward allow you to clear the vision and take the objectives safely. It doesn't really matter if the pink ward is cleared out after.

"20 seconds later it dies due to the other team simply returning." and the dragon might have been taken within that 20 second :)

lojLxJvM8N1 votes

My point is it's too easy to deny pinks. Even if you defend the pink it is short lived since it already loses 2 or 3 hp from the previous attempt. The "20 seconds" bit is there to emphasize the fact that defending pinks is pointless. 20 more seconds of vision is all about your going to get unless you actively decide to camp it. What I try to emphasize is that Riot wanted to make pinks a point of contention, but in all reality they don't cause fights. Pink wards are bait at most, and if they aren't bait, then there just dead.

FHMarshy1 votes

I think i didn't explain myself clear enough. I was pointing out that Pink wards are MEANT to die, but when objectives are near and contestable, pink ward can actually cause fights. In numerous games I've played(and i've seen in LCS too) the baron/dragon fight didn't start from one team taking the objectives but when one team tries to clear a pink :)

lojLxJvM8N1 votes

I see what you're saying as well. The longevity of a the ward shouldn't be infinite, but I think that to kill a ward you should really have to fight for it. Fights do start from pinks, but early on when it's the 1v1 lane or 2v2. you can too easily leave lane while your opponent is focusing on cs and get a free pink ward kill. Adding regen would give these lanes a real chance to defend them. I agree late game, that fights do start over them, but early game, they're too easily killed and if a fight does start over one, then it's from an unexpected jungler or mid roaming around on an unexpecting player clearing the ward.

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