5.3 patch trinket changes not tackling in the right way vision system (and a proposal on it)
With 5.3 patch, there is going to be a big change in the way
and
works (for info read the patch notes)
Riot is trying to finding a balance in the trinket and vision system, but in my opinion these changes are further screwing the balance in game.
The reason can be immediately seen: with the increasing number of wards the new blue and yellow trinket that can be used to enhance team vision without the need to use item slots to get
, the strength of the role forced to pick Sightstone is further reduced, and the upgrade to
become even more pointless to do
The strategic layer made by vision control become thinner, because there would not be need anymore to do strategic choice about if keeping a slot open in mid game to get wards and grant vision control, since there could always be a ward available, and the anti-vision tool (
/
) has not been strengthened as well as the other two (especially yellow trinket)
While I think these changes aren't bad per se, I think the question need to be faced from a different perspective. The question Rioters should do to theirselves is: how to make Sightstone once again the core vision item , and how trinket choice can interact with it and create a different layer of strategic choices within a certain combination
It is clear that, that the champs that have to buy Sightstone actually don't have really much of a strategic choice to do. Red trinket is still the obliged choice, as yellow trinket just overlaps with sightstone carges and blue trinket is still inferior to the possibility to deny enemy their vision. And for non-supports buyers, the convenience of having ward available without using item slots is, barring exceptions (es. picking red trinket to face
shrooms, or going blue for heavy invasions in enemies jungle) too big to just surpass anything else
So, how solve the problem? **Making yellow trinket more interactive with Sightstone and
**
Let the
ward not coun towards the limit of 3
on the map for player
Let the
ward not coun towards the limit of 1
on the map for the player
**Why do that?
**
This change would greatly impact the possibilities for support to cover the map, as they could get one additional ward to place in the map, and would make more appealing the upgrade to
, as the charges on Sightstone could be effectively used without overlap with the yellow trinket wards and making it a viable alternative to red trinket for supports.
This thing would just create a domino effect on the whole vision system, as the other members of the team can adapt to the different amount of vision their support could provide. Supports going for the possibility to place more wards on the map, could give to their allies the possibility to go and pick more often red or blue trinkets as they could rely more on support to place wards; supports going for the actual set-up which give more all-around utility (
+
) but a lower amount of wards which can be possibly placed at same time, would encourage allies to go more for picking yellow or blue trinket to cover the map. Heck, even roles which actually do not pick Sightstone could be more appealed by its purchase since they could think to pair it with yellow trinket (think to the champs which can target wards), and this could lead to enemies responding by getting more red or blue trinkets
In the end, the strategic layer in picking wards/trinkets/sightstone would acquire more depth and we would see a wider range of choices in trinket and even Sightstone purchases which could only benefit the game
What do you think about the matter? What about the proposal I did?