An Idea for Trinkets
I was wondering about how there is no more upgrade to yellow trinkets that allows you to put a pink ward down and how a solution to that problem could be made. I agree that pink wards outside of your six item slots is a sort of necessity, but conversely I feel like stealth champions are affected unfairly when the enemy team plops a pink ward down for free every single team fight.
So, here is my idea:
Trinkets are free at level 1. You may pick from yellow
, blue
, or red
.
These trinkets aren't much different than last season, where the yellow trinket places a stealth ward, the blue one reveals an area far away, and the red one sweeps an area for invisible units.
At level 8 (or whenever, idc) you could further upgrade your trinket. Here is the kicker: you can upgrade your current trinket using a further yellow
, blue
, or red
for free. Whichever upgrade you selected would create a more unique trinket. Yellow upgrades would enhance the stealth and permanence of your trinket's effect, blue upgrades would enhance the range and area of effect of your trinket, and red upgrades would enhance the stealth detection and HP of your trinket.
While yellow upgrades wouldn't really have a downside except maybe slightly longer cooldowns, blue upgrades would usually result in a lower HP ward and red upgrades would usually result in much higher cooldowns.
At level 15 (or like I said, whenever) you could upgrade your trinket one last time. This would give you a choice of up to 10 trinkets at this point. I don't know what they would all be but perhaps:
-
One could be a stealth ward that reveals invisible units. It would have 1 HP and last forever until destroyed. The downside is that you wouldn't start generating another charge until it was destroyed and it would have a long cooldown.
-
One could be a stealth ward that is placed at long distances, similar to the current blue trinket except invisible and with a longer cooldown.
-
Combining a yellow and red would give you the typical pink ward trinket. This would have a longer cooldown than in previous seasons.
This is just an idea I had and right away it hit me that having that many choices may over complicate things. On the other hand, having a lot of decisions that impact the game in one area (vision) can be tactically engaging.