Riot, care to explain a few things regarding the whole vision game? Ghostcrawler or Morello?

Report Team GG·1/3/2015, 4:12:11 AM·2 votes·1,023 views
  1. So Clairvoyance got obliterated by the nerf bat in season 1. In short, CV basically created a situation where no action would occur when used properly..... So why does this line of reasoning not apply to wards; an item that you can reasonably drop 10 of on the map and lasts 30 times as long giving you 300 times the coverage of CV?

  2. What went on with the decision to add trinkets? It feels like they've added a needless layer of complexity to the game when one of the fundamental design goals of LoL is to be simple and to lessen the learning curve necessary? I don't feel like they improve the game as much as they just make the game more complicated.

  3. Why have you not tweaked the balance of wards yet? They're hands down the most broken item in the game. They're purchased with impunity and the decision whether to purchase a ward or not isn't actually a decision. "Just buy wards" is a rallying cry of several forums. And while a large majority of the LoL playerbase has some sense of smug superiority and think they're better people because they can drop a lamp in the middle of a river.... it doesn't mean that wards should be immune to balancing and nerfs.

  4. Do you truly enjoy the way that wards have impacted the game? For example the creation of 0 CS supports, the stacking of gold per 5 items, abuse of oracles elixir (and by extension the forced creation of trinkets), the passivity/denial of action created by wards, and the massive snowball effect that wards have upon the game. Is the game really better because of wards? Is snowballing the game through denial of vision really a good thing?

  5. Have you considered adding a cost to placing so many wards? 75g is not a real cost Riot, because otherwise supports wouldnt drop wards like they aint no thang. Throughout most of the first few seasons of LoL the correct solution is to purchase dozens and dozens of wards and drop them without any regard.

  6. Do you think significantly changing and/or nerfing wards would really turn off the player base so much? I dont think most players fell in love with wards when they got into league of legends. People fell in love with the combat and the PvP of the game.

  7. Have you thought of any of the playstyles that wards are stifling? The stealthy and stalkerish playstyles. I mean FoW was created for a reason. Ambushes are a part of the game.

And not really a question, but perhaps one of the reasons that make the whole thing worse is how hard deaths are punished. Wards are needed to some degree because of how hard deaths are punished. Perhaps reduce snowballing even more and then hit wards hard? The goal of course would be to permit a lot more meaningful action where neither side has a huge advantage (hence meaningful action) without so many wards diluting the frequency of the PvP of the game?

3 Comments

It Hertz When IP1/3/2015, 4:31:27 AM2 votes

Have you played support? Gold items don't stack, and given that regular wards expire in a minute or so and pinks are frequently found and destroyed, supports can't afford to dump a massive amount of gold into buying them, or you end up with a support that gets killed constantly in team fights and does nothing useful. That's why Sightstone was created: to let the Support put out wards without sapping his/her entire income. Add to that the fact that one can only have 3 invis wards out at a time, and that usually only the jungler and support are bothering to ward anywhere, and with the exception of dragon and MAYBE baron most areas are unwarded for the majority of the game.

Centuros1/3/2015, 4:37:37 AM1 votes

I REALLY like how Dawngate did warding: basically, everyone had a ward trinket and that was it. No lame sweeping minigames, no vision on 100% of the map when you were ahead, just one ward per person, but everyone got them. There was even a dedicated hotkey (it was F, which caused many wasted flashes upon my return to League).