How is ward hopping aligned with Riot's design values (even if it should stay)?
I'm not here to argue against or for ward hops, I just don't understand why they're implemented the way they are. I read that a long time ago, Riot toyed with removed wards hops from Lee, Jax, etc. and was convinced not to. That's fine. If that mobility should stay in their kit, then it should stay in their kit. But why should you have to
- Have a ward in your inventory/on the map
- Place the ward (if necessary)
- Jump to the ward You're essentially taking one element of the game (vision/vision items) and hijacking it for mobility. Placing and dashing is hard to pull off quickly. Already existing wards are (usually) invisible to the enemy. Whereas keeping track of an enemy's ability cooldowns is part of game strategy, keeping track of wards in inventory or trinket/item cooldowns is much more difficult and unclear (given that many warding items now have charges).
Ward hopping fluidly can be hard. I can do it (albeit inconsistently) alright, and I'll admit it feels good to be able to do something difficult. But having a champion's mobility tied to this mechanic just to be difficult seems to be contrary to Riot's game design values. Combine that with the how capable of ward hopping you are at any moment isn't readily clear to teammates and enemies alike, and I don't understand why it exists as it does.
If champions who can ward hop deserve their mobility (and I think the general consensus at Riot and of high level players is that they do), is a wacky, mechanically difficult, item-dependent system the appropriate way to gate that mobility? It doesn't seem like good design to me.