Ward HP Based On Time Remaining, Attacking Wards Lowers Time Remaining.

Tsugaga·3/6/2015, 2:15:26 AM·46 votes·1,701 views

I've often thought it was kind of silly needing to hit a ward 3 times when it's about to die in 5 seconds, and that hitting a ward once or twice before it goes invisible has no affect at all. I think time remaining on a ward should lower when it's auto attacked.

No need to up/down vote, this is just my own opinion of how I think wards should work.

25 Comments

Steelflame3/6/2015, 6:54:09 AM4 votes

I would like this mostly as a counter to the "drop 2-3 sightstone wards in one spot while someone tries to sweep to deny it being swept" thing that supports tend to do on high value vision points in a vision contest.

I would say you should modify how ward HP worked then though, and having just the flat 3 no longer be a thing. How about aprox 20% max time per hit? Would make the ward's HP be "5" like the vision ward, but would make it faintly better case for the person trying to clear it when it stealths after the fact anyway. Would also prevent the abuse cases of champions with double/triple AA resets deleting wards instantly when placed on them.

Rakvir3/6/2015, 5:41:04 AM4 votes

I remember on the old forums that this was discussed but I think it basically was thrown out of favour as at the time since supports were the only ones buying pretty much the only wards throughout all stages of the game, it would compell players to wander needlessly through the jungle with the elixir which would reveal green wards instead of contributing to teamfights, etc, even MORE than people expected to do this formerly.

However, with the new trinket system and the elixir no longer existing, I'm rather tempted to say this could be a thing.

Take the red trinket, for example. Do you outright get rid of the ward, or do you intentionally leave it with a trivial amount of time left so that the enemy thinks they are safe, doesn't pay attention when it expires much sooner than they thought it would, and set up a gank based on that?

This could add a depth of strategy not normally looked at by the average player.

You have my upvote!

LankPants3/6/2015, 6:05:54 AM3 votes

I think wards should act similar to Zyra's plants

Zyra's plan't act like wards currently. Hitting them does not reduce their lifespan unless you kill them.

KaisadiIIa3/6/2015, 3:26:12 PM2 votes

I used to think it was that way long time ago. I upvote this.

Ligerzz3/6/2015, 6:29:29 AM2 votes

IDK

it could make wards a lot less effective early game, especially bot lane with the support hiding in le bush. I'd like to leave it as it is.

Izbiz3/6/2015, 8:54:56 AM2 votes

I'll be the one who disagrees.

If I place a ward, I expect the full duration of the effect. The first 5 seconds are just as valuable as the last. Therefore the health is equally as valuable throughout its duration.

If you don't want to use up 3 aas worth of time, just walk away and let it go down in 5 seconds.

MrBuffington3/6/2015, 4:41:22 PM1 votes

It's frustrating trying to use sweeper to gain some extra gold while denying vision, then finding a ward with like 2 seconds left and not being able to kill it in time.

Acolarh3/6/2015, 5:37:09 PM1 votes

Seems like a neat idea, they should give it a test on PBE.

Llanite3/6/2015, 7:43:04 PM1 votes

The point of wards being invisible is that, they provide visions where a person could not, i.e. someone's already claimed the bush.

This leads to less snowball scenarios, someone might be behind in gold/Exp, they're not forced to make poor decision (which further penalizes them) due to a lack of information.

Scrambled Anivia3/7/2015, 4:25:59 AM1 votes

im gonna disagree. i don't need my team yelling at each other for not warding. when they didn't see the ward being taken out. at lower elos. if theres no ward currently on the map. you never warded all game.

Tin Tarantino3/7/2015, 6:48:14 PM1 votes

The first part of this could maybe work, but the second part just makes wards act very inconsistently, if you need to place a new ward to replace one because you need the vision in a certain area for the full duration then you end up losing vision in another area where you placed an earlier ward.