Ward wars or no?

Z Statistic··4 votes·453 views

I personally want to remove wards in general and instead focus on yellow/blue trinkets being the only form of wards and red trinkets being used for getting rid of traps and scanning bushes for enemies. My friend loves the ward wars however and wants sightstone to be expanded and have a stronger presence in game.

I don't exactly want League to be HotS, but the concept of the group ward objective is much more fun on paper and in practice imo than laying wards. I get a feeling of accomplishment for capping and maintaining the group objective whereas even if I see Lee in the bush because of a ward I expertly placed, "Oh, Lee. Hey, turn back so we don't get ganked." It's just more satisfying. However, it's also very satisfying to clear out wards with red trinkets and red wards, which requires normal wards to use, so I can see her point.

What do you guys think? Is the fun from tactical use of wards as is worth their existence or should we fundamentally change the vision system to something else for season 8 or 9?

3 Comments

DrugsForRobots1 votes

The thing is that wards don't allow for much innate counterplay. In your example you saw Lee because of a ward you expertly placed. But what could Lee have done to avoid that ward? Been lucky enough not to stumble into it's field of sight? Run around with Sweeper active and hope he finds your ward? Ideally, he would use context clues of where you were last seen, but even then he's just assuming you warded his jungle and relying on luck (sometimes coordination with a teammate if he's fortunate) to find the wards you placed.

I don't want League to be like HotS either, and I think there can be a lot of player expression and creativity when it comes to ward placement and (in my ideal world) the player's choice of ward. That's ultimately what I think (hope) Riot will move toward: a variety of different wards, each with their pros and cons, each with a specialty and a way to exploit their unique field of sight. Wards where none are strictly better than any other, but situationally more appropriate.

http://vignette4.wikia.nocookie.net/leagueoflegends/images/1/1e/LivesByProxy_WardRework_BlueSnitch.png/revision/latest?cb=20160226042313 The Snitch:

  • Invisible.
  • Gives a visible / audible ping whenever an enemy champion enters its range.
  • Doesn't grant any vision.
  • Enemy champions can hear the ping it gives off.

http://vignette4.wikia.nocookie.net/leagueoflegends/images/c/cf/LivesByProxy_WardRework_YellowBeacon.png/revision/latest?cb=20160226051903 The Beacon:

  • Sight in a large AoE around it, unobstructed by terrain (can see 'over' walls.)
  • Only attackable by ranged champions (400 range or greater.)
  • Can only be placed on terrain.
  • Is visible to enemies through the Fog of War.

http://vignette2.wikia.nocookie.net/leagueoflegends/images/7/7e/LivesByProxy_WardRework_RedSentry.png/revision/latest?cb=20160226051903 The Sentry:

  • True Sight.
  • Indestructible.
  • Vision is limited to a cone that rotates, which the enemies can see.
  • Is visible to enemy champions and can be disabled temporarily.

http://vignette2.wikia.nocookie.net/leagueoflegends/images/d/da/LivesByProxy_WardRework_GreenObserver.png/revision/latest?cb=20160226051902 The Observer:

  • Invisible.
  • Grants sight in a long, narrow line from ahead and behind that extends indefinitely in both directions.
  • Can be seen at very close ranges; enemies know when they've been seen by it.
  • It's line of sight is blocked by all units, terrain, brush, and structures.

http://vignette3.wikia.nocookie.net/leagueoflegends/images/9/9f/LivesByProxy_WardRework_PinkBeholder.png/revision/latest?cb=20160226051902 The Beholder:

  • True Sight in a large AoE around it.
  • Infinite duration.
  • Is visible to enemy champions.
  • Delayed activation upon placement.
Risk of Fate1 votes

I was hoping that those mandrake wards were added, especially with the Stealth update. Yes it's bind, but the bonus of it would be that it would have rewarded clever placements. Pink wards offered strategic placements and most of the time I would try to defend that thing while the enemy support tried to clear it. This was a neat way of doing vision control

While I do like Control wards, they're more valuable than Farsights, Stealths, and Sweepers all in one. I think I've bought more Control wards because they completely screw over enemy vision and going to clear them presents a danger in itself since, if you place any other kind of ward other than another Control, they become useless. With Visions, at least the enemy was able to see if the area was safe enough to attempt to clear it. Now it feels like it's not even worth going after until you have full control of the area.

Since they were introduced and I got a grasp of them, I think I've bought and placed more Controls than I have stealth wards because they are strong in the benefits they give. It went from being vision control to tactical advancement which is not fun for a Support who wants to roam. You have essentially less vision now than before they were introduced.

Basically, whatever vision I can gain goes for nothing if you drop one of those. The only thing they don't do is reveal Stealthed/camouflaged enemies. I want to feel as if I'm gaining valuable knowledge, not struggle to figure out everyone's motions because the enemies just completely wiped our net of security by dropping it to allow the jungler to easily gank while it took time to clear Pinks and Greens.

Silverjust1 votes

I think lowering the costs of sightstone for supports would solve most problems. I would also like the old mastery to return, that gave xp while near someone with higher lvl (maybe as item-passive). Because you lose a lot of xp while warding.

More from Gameplay

More by Z Statistic