A vision-centric support?
Are we ever going to get a vision-centric support champion?
I'd like one.
Are we ever going to get a vision-centric support champion?
I'd like one.
You mean one that gets free wards? Sounds busted
That's the laziest possible way they could implement a vision-centric support...
Well why don't you be more specific, what you wrote is very vague.
https://vignette4.wikia.nocookie.net/leagueoflegends/images/a/a2/LivesByProxy_DawnGate_BurdenOfKnowledge_Zalgus.png/revision/latest?cb=20160319171218 Passive: Third Eye
Oracle's abilities require her to concentrate and channel them, having no cost and no range associated with them, being limited only by cooldowns and her Field of Sight's position. Her basic attacks and movement will not interrupt her channels.
Oracle has complete control over her FoS, being able to direct and control it with her abilities. This ability has no leash range, ignores terrain, and travels as fast as she can, but it's radius diminishes and it travels slower and slower the farther it gets from her, with ability power counteracting both these penalties.
Not commanding her FoS for 3 seconds, targeting herself with one of her abilities, or taking X% of her current health in damage, will cause it to snap back to her.
So imagine her moving her FoS around like Viktor moves his Chaos Storm around, only she does it with Q, W, E, & R.
https://cdnb.artstation.com/p/assets/images/images/003/494/535/large/simon-dubuc-seer-render.jpg?1474320241 (Not my concept art, but evokes a similar idea.)
I've though of something similar for a while too. Since warding and counter warding is something you need to learn to do and remember to constantly put in practice to improve your game, (and something that I personally struggled to remember to do at the beginning myself) I thought a vision-centric support might help. But I was thinking something along the lines of unique interactions with wards, maybe more options for trinket upgrades? Longer ward lasting time?
Maybe something similar to Taric's bastion where your spell effects come from your champ and, in this case, a pre-selected ward? Being vision centric it's strength should be something along the lines of map control and awareness, as to it's weakness, probably low mobility and squishy?
I envision some sort of a tactician, helping to mold the flow of the game from the back-line and vulnerable to direct combat. More debuff and CC than actual damage in it's kit, ultimate could be brief global vision with auto pings, Q could be the only damage dealing ability with mechanics similar to, as previously mentioned, Taric's bastion+starlight's touch? W could be like a Banner of Command active "Promote" for wards, that would also double as the "bastion" portion of the kit mechanics. And E could be some sort of CC, maybe a blind?
It could be a void creature, that way it could have and abnormal amount of eyes building on the vision theme. Vel Koz was sent to examine organisims no? Maybe this one was sent to examine the lay of the land? Like a cartographer of some sort.
I amazed anyone would comment on a thread this old, haha.
IMO, the ward ecosystem Riot currently has is detrimental to supports, assassins, junglers, and marksmen - i.e. its bad for League in general. The current functionality of wards eats up so much design space for vision, and is so powerful that vision abilities Riot does give us are constantly competing with 75 gold (to use a slightly anachronistic cost). SightStone takes up an item slot, constricting the ability for supports to reach their full build and power, but because they have SightStone, supports rarely have innate vision-granting abilities and / or aren't picked or valued for their vision utility.
In fact, the entire vision game violates Riot's own stated goal of clarity: players must constantly be bookkeeping hidden information, and the icons for many vision-granting abilities aren't clear (especially the ones that grant True Sight.) This creates confusion and makes it harder for new players to get into the stealth game mindset.
Wards, with their current functionality, don't actually support stealthy gameplay, as it is impossible to avoid / dodge something that you can't see, whose position is unknown to you. There is a reason every stealth game has visible enemies that also give away what they can see and what their current alert status is - its so the player can engage in stealthy play.
What is called 'the vision game' is actually the stealth game aspect of League. What seperates the Pros and other high ELO members from the rest is that they're conscientious of this fact, whether they articulate it as such or not. They are aware of how much info they have, how much info the enemy has, and what assumptions they can make based on their information. In other words, they play League as though it were a stealth game.
I could write more on this subject, but keep a look out for a mega post coming from me soon, within this week.