Inspiration Keystone: Visionary
Gain an additional item slot for Control Wards. Scoring at least one Takedown will reward you with Visionary, which does not stack. Visionary is consumed the next time you visit the shop, granting 1 free Control Ward.
Gain an additional item slot for Control Wards. Scoring at least one Takedown will reward you with Visionary, which does not stack. Visionary is consumed the next time you visit the shop, granting 1 free Control Ward.
Sounds like a really weak kleptomancy. Maybe better to make this just a normal inspiration rune instead.
[{quoted}](name=Lord Loki1987,realm=NA,application-id=3ErqAdtq,discussion-id=tvx5b4vJ,comment-id=0000,timestamp=2018-08-13T12:24:28.670+0000)
Sounds like a really weak kleptomancy. Maybe better to make this just a normal inspiration rune instead.
Yeah I agree it might not be strong enough to be a keystone. The strong part of it was that it gave you an additional item slot so you could carry CNTRL wards at full build.
Yeah I agree it might not be strong enough to be a keystone. The strong part of it was that it gave you an additional item slot so you could carry CNTRL wards at full build.
Yeah, I'd still mark that as a whole on equal footing with free boots, and then if it gave you one free every 5 minutes lol
They should just make a 300g upgrade to any non active completed item called "pocketed" that makes it so you can place any consumable inside that item and it becomes the active. Another option is to put this mechanic in a different rune slot and your first non active completed item automatically gains the pockets.
Your current effect, and perhaps the ward has more health?
I like the idea of a vision keystone, .. but I would go a different route.
I have always liked the idea of a champion having lingering vision. As you move through the map, the fog of war would normally immediately fall off instantly. With lingering vision, the fog of war would fall off after a few seconds, as if you are still physically in that location. For example, normally, if you were to step out of a bush, you would immediately lose vision inside of that bush. With this keystone, you would still be able to see into the bush for an additional 3 seconds, as if you were still standing inside of it.
My question would be if it would be "fair" for this extra vision to be seen by all of your allies, or only you?
I don't think they would do something like that, solely because a while back they specifically normalized vision. Under the idea of "If you can see them, they can see you." This was to make it simpler to identify if someone had vision of you. Which is a lot harder to tell if you have a blob of extra vision off to one side.
If I was going to make a vision based keystone rune, I would 'have' made it mix of zombie ward/eyeball collection (before they added the cap)/hextech flash thingy.
Something along the lines of denying vision grants a small amount of adaptive stats, and either killing/ assisting a ward kill instantly gives you a charge of your trinket, or while your trinket is on cooldown, you get a greatly reduced radius oracle lens (the one that didn't follow you around) with a moderate cooldown (unaffected by item cdr).
That way you are reward (albeit lightly) for denying vision, and possibly given tools to facilitate it. If you see high tier players running it then it might even leak into the lower tiers and teach them something.
But we already have a tier that makes you choose between these things so it is unlikely that something along those lines ever gets made.
Yeah, I don't really see this being a keystone myself either, but I found it somewhat similar.
I would honestly find it more likely to be a champion specific passive if anything.