The real way to fix sightstone

Zyorhist··1 votes·410 views

First off I'd like to state that I don't think that the current item 2049 has any problems, aside from not having enough wards stock. That being said the upgrade for it utterly useless. item 2045 is almost solely bought as the last item in a build. It gives a slight more bit of health and increases the stock by 1. It has no appeal as a mid game purchase. I have a theory on how to actually fix this issue.

First off item 2049 needs to generate wards over time OR have an increase in how many it holds. That is the only change that the sightstone needs.

There should then be a few different upgrade paths. The point of having upgrade paths isn't to give stats though. The point is to increase utility of warding and as such the upgrade does not increase stats. Keep in mind that some of these may be a little outlandish and/or unneeded but sounded good in concept. Similar to boots upgrades and jungler upgrades these would be non-stackable.

Note: all upgrades are exactly identical to item 2049 with the exception listed in the description.

First upgrade option (Sightstone Sweeper) When used to place a ward, the ward gives true sight for ~2 seconds then acts as a normal ward.

Second upgrade option (Sightstone Trap) Wards placed will snare the first enemy to walk over them for ~1 second with a ~2 second arm time.

Third upgrade option (Sightstone Scanner) Wards will scan the area once every ~20 seconds and reveal stealthed units (not traps or wards) for ~.5 seconds

Fourth upgrade option (Sightstone Revealer) Wards will create vision over walls within their reveal zone.

Fifth upgrade option (Sightstone Ranger) Wards will "walk" around the area they were placed in within a 500 unit radius. They walk to the edge of the radius or to a wall then turn at a random angle and walk to the edge of the radius or a wall and repeat the process until they die.

Sixth upgrade option (Sightstone Oscelot) Periodically the ward will spawn a drone that reveals an area within ~700 units (~200 unit radius) and moves ~500 units over ~1 second. The spawn has ~15 second cooldown. (The thought process here was the oscelot minions from the bilgewater event)

I have more, but these seemed like a good start of ideas to throw out.

5 Comments

Marthian1 votes

The point is to increase utility of warding and as such the upgrade does not increase stats.

Ruby Sightstone upgrade is intentionally a bad upgrade early game; It is designed to be a late game buy when the rest of your build is finished.

If it was a mandatory upgrade, supports would HAVE to finish that first before they build items THEY want to build. (Right now, the first 1300g has to go towards t1 Sightstone and t2 gold item. Not bad, but if you had to finish T2 sightstone as well, you'd be further behind before you can buy something that actually helps you/your time in fights.)

I do agree that both sightstones should be able to recharge wards while roaming, and that there should be more options for stat paths on sight stone, but they should be a replacement for regular Sightstone as well as Ruby Sightstone. (HP is nice, but unless you are a tank support, in many cases, 150 hp won't help much.)

Zyorhist1 votes

I agree with your argument, but I'm envisioning this to be more of a level 11-15 buy...not something you can get pre 10 really. Meaning that as a support you should already have an item or 2 under your belt.

Marthian1 votes

Unless you add a level cap (can't be bought until after 11-15), it would be rushed though.

Zyorhist1 votes

so lets add a level min

Zyorhist1 votes

b

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