[Rework Suggestion] Sightstone and Clairvoyance

Illâoi Evê Siôn··4 votes·564 views

##{{summoner:2}} Clairvoyance

  • Active: Grants a target allied champion or Stealth Ward 900 bonus vision range that can reach over terrain and into brush. Lasts for 5 seconds on wards, 6 seconds on allied champions and 8 seconds on oneself. Gains +1 second duration at levels 6, 11 and 16.
    Clairvoyance regains a charge every 90 seconds, up to a maximum of 2 charges.
  • Cooldown: 30 seconds.
  • ( Notes: This has a global activation range. Wards upon which Clairvoyance is cast are revealed but cannot be attacked until they are also revealed by the enemy team. If the target dies, upon which Clairvoyance is cast, the Clairvoyance effect ends prematurely. Enemies are not alerted that they are in vision range, there is only a marker ( small blue eye ) on targets affected by Clairvoyance to indicate that they are. Clairvoyance tries to be clandestine. )

##item 2049 Sage's Stone

  • Limited to 1. Can be bought and upgraded without the Clairvoyance Summoner Spell. However then the passive effects Clairvoyant and enhanced Clairvoyance are lost.
  • Cost: 500 Gold
  • 50 Health
  • Passive - Clairvoyant: When near allied champions, grants +5 Health and +3 Mana Regen per 5 seconds.
  • Passive: Holds up to 2 charges and refills upon visiting the shop. Gain a charge every 180 second as well.
  • Active - Ghost Ward: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 180 seconds. A player may only have 3 Stealth Wards on the map at the same time.
  • ( Notes: This item is sold back at 40% of its value; 200 Gold. )

Witch's Orb

  • Limited to 1. Level 6+ required to purchase.
  • Recipe: Sage's Stone + 450 Gold = 950 Gold total
  • 50 Health
  • Passive - Clairvoyant: When near allied champions, grants +10 Health and +6 Mana Regen per 5 seconds.
  • Passive - Revealing Clairvoyance: Clairvoyance can be cast on Vision Wards. However, their bonus vision range is only extended by half (450), but still reaches across terrain and into brush. If cast on allied champions, also grants detection of nearby invisible units for the duration.
  • Passive: Holds up to 3 charges and refills upon visiting the shop. Gain a charge every 60 second as well.
  • Active - Ghost Ward: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 180 seconds. A player may only have 3 Stealth Wards on the map at the same time.
  • ( Notes: The True Sight range on allied champions is equal to the True Sight range of Oracle's Lens. )

Scout's Lens

  • Limited to 1. Level 6+ required to purchase.
  • Recipe: Sage's Stone + 450 Gold = 950 Gold total
  • 50 Health
  • Passive: Ghost Ward gains increased cast range.
  • Passive - Clairvoyant: When near allied champions, grants +10 Health and +6 Mana Regen per 5 seconds.
  • Passive - Piercing Clairvoyance: Clairvoyance can be freely cast across the map (900 vision radius). Clairvoyance can still tag onto allied champions when they move through it or they are targeted on cast.
  • Passive: Holds up to 3 charges and refills upon visiting the shop. Gain a charge every 60 second as well.
  • Active - Ghost Ward: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 180 seconds. A player may only have 3 Stealth Wards on the map at the same time.

Hunter's Mark

  • Limited to 1. Level 6+ required to purchase.
  • Recipe: Sage's Stone + 450 Gold = 950 Gold total
  • 50 Health
  • Passive - Clairvoyant: When near allied champions, grants +10 Health and +6 Mana Regen per 5 seconds.
  • Passive - Stalking Clairvoyance: Clairvoyance can be cast on enemy champions (900 vision radius) and grants true sight of its target for the duration. Allied champions gain +20 Movement Speed when walking towards a marked enemy champion.
  • Passive: Holds up to 3 charges and refills upon visiting the shop. Gain a charge every 60 second as well.
  • Active - Ghost Ward: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 180 seconds. A player may only have 3 Stealth Wards on the map at the same time.

Wayfarer's Torch

  • Limited to 1. Level 6+ required to purchase.
  • Recipe: Sage's Stone + 450 Gold = 950 Gold total
  • 50 Health
  • Passive - Clairvoyant: When near allied champions, grants +10 Health and +6 Mana Regen per 5 seconds.
  • Passive - Blazing Clairvoyance: Clairvoyance grants lingering vision of revealed enemies.
  • Passive: Holds up to 5 charges and refills upon visiting the shop. Gain a charge every 60 second as well.
  • Active - Ghost Ward: Consumes a charge to place a Stealth Ward that reveals the surrounding area for 180 seconds. A player may only have 3 Stealth Wards on the map at the same time.

##Enchantment - Guardian

  • Recipe: Clairvoyance Item + Catalyst of the Protector + 50 Gold = 2200 Gold
  • 300 Health
  • 400 Mana
  • UNIQUE Aura - Valor: Nearby allies gain +100% base Health Regen per 5 seconds.

##Enchantment - Warlock

  • Recipe: Clairvoyance Item + Blasting Wand + 400 Gold = 2200 Gold
  • 80 Ability Power
  • 100 Health

##Enchantment - Brute

  • Recipe: Clairvoyance Item + Kindlegem + 400 Gold = 2200 Gold
  • 500 Health
  • 10% Cooldown Reduction
  • UNIQUE Passive: Shields for 30 (+10 per level) damage. This shield will refresh after 9 seconds without receiving damage.

5 Comments

Ternt1 votes

This would be sweet because people might actually buy some fucking wards!!

Illâoi Evê Siôn1 votes

Actually, this would shift vision control responsibilities more to the Support role, as Supports would always have wards with them due to the 60 second charge refresh and therefor vision disruption wouldn't be as effective against them.
And because power was added to Supports, a lot of players might think it is no longer necessary for them to employ their visual power, them believing that the overall amount of vision would to remain about the same, which is not the case. There is still a three units ward limit and Clairvoyance is situational and also dependent on preexisting wards. This would buff Supports, but probably nerf vision overall due to player behavior.

Ternt1 votes

{quoted}

Actually, this would shift vision control responsibilities more to the Support role, as Supports would always have wards with them due to the 60 second charge refresh and because vision disruption wouldn't be as effective against them.
And because power was added to Supports, a lot of players might think it is no longer necessary for them to employ their visual power, them believing that the overall amount would to remain about the same, which is not the case. There is still a three units ward limit. This would buff Supports, but probably nerf vision overall due to player behavior.

But I think you missed my point, by giving actual stats on a sightstone would create far more options for junglers too. I usually buy sightstone on my junglers because if I don't we usually have 0 vision on the map. I'd say over 50% of my supports in games aren't mains, so they buy the sightstone and never use it. But with people playing their favorite roles and finding it viable to buy vision AND get stats, I think they would remember (after awhile) that they have wards and should use them.

Illâoi Evê Siôn1 votes

Oh, sorry about the misunderstanding. I completely agree with your explanation on that topic. Sightstone would be straight-out buffed if Riot chose to implement these changes.
Which might not necessarily be a good thing ... Maybe I should add the 180/60 second ward refresh to the Clairvoyant passive in order to not make the item too overpowered.

Nekusen1 votes

interesting, would certainly add diversity

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