What if the duration of wards was reduced for each hit it takes?

Oakleaf Ranger··1 votes·186 views

Currently you either have enough players and/or attack speed to kill a ward when you see it placed in the short time its visible before becoming invisible. If you don't have enough of either then there is little point in trying to destroy a ward and the health bar of ward is essentially redundant.

Players should be rewarded for reacting quickly enough to damage a ward to punish players who carelessly, dangerously, or aggressively ward near the presence of the enemy and give ward health bar's a reason to matter.

2 Comments

MysterQ1 votes

I suggested this a long time ago too. It makes sense. But there are pros and cons.

If I am warding the bush because I suspect you are there, it sucks if you smack it and I lose it for nothing. Like part of good warding is warding where it spots someone. But also, bad warding should be "punished"

It should shave off a few secondsof time, not like 1/3 per hit. And should give some gold per hit.

Oakleaf Ranger1 votes

I don't agree with it give gold with how snowbally the game is already and how it already gives gold upon being killed. I also don't like the concept of giving direct advantage to players for simply attacking without there being some kind trade off like in the case of the bandit mastery where you give up another rune for it.

That kind of what I had in mind when I was think duration reduction but that was more of just a estimate. It should some type of total percent reduction though since ward duration increases with levels and shaving flat amounts of time would be irrelevant as ward duration increases and the flat reduction remains the same.

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