Sightstone - Upgrading Split Paths

Stacona··2 votes·531 views

This is to add more items to the game and customization for your Sightstone to upgrade it to how you see fit for your team, yourself, and based on the game. Ruby Sightstone unfortunately will be removed, but the icon shall live on! Since Sightstone is obviously an active item already then each item will attain their own aura to keep the item along the support side of things; as well as stats based on the Sightstone colour (Red is offense, Yellow is defense, Blue is utility). For more customization you can purchase the aura early and combine it later into the completed upgrade Sightstone, these new aura items can only be purchased one at a time per champion (same rule as gold items). Something I want to say is that if other roles, other than jungle and support, would end up buying Sightstones because of the upgrades, this change is fine since Sightstone does encourage team play.


Red Orb: Recipe: 800g

Statistics: +UNIQUE Aura - Red: Dealing damage applies a 15-120 (based on the damage dealer's champion level) true damage burn and 10% slow over the next 3 seconds. [approx. aura range is 1000 units]


Red Sightstone: Recipe: Sightstone (800g) + Red Orb (800g) + 1g = 1601g

Statistics: +150 Health +UNIQUE Aura - Red: Dealing damage applies a 15-120 (based on the damage dealer's champion level) true damage burn and 10% slow over the next 3 seconds. [approx. aura range is 1000 units] +Sightstone passive and active, holds 5 charges instead of 4


Yellow Orb: Recipe: 800g

Statistics: +UNIQUE Aura - Yellow: Gain +100% base health regen and dealing damage to enemy champions causes the damage dealer to receive 15% less damage for 1 second from enemy champions. [approx. aura range is 1000 units]


Yellow Sightstone: Recipe: Sightstone (800g) + Yellow Orb (800g) + 1g = 1601g

Statistics: +150 Health +UNIQUE Aura - Yellow: Gain +100% base health regen and dealing damage to enemy champions causes the damage dealer to receive 15% less damage for 1 second from enemy champions. [approx. aura range is 1000 units] +Sightstone passive and active, holds 5 charges instead of 4


Blue Orb: Recipe: 800g

Statistics: +UNIQUE Aura - Blue: Gain +75% base mana regen and dealing damage to enemy champions lowers the cooldowns of the abilities by 0.5 second for the damage dealer. [approx. aura range is 1000 units]


Blue Sightstone: Recipe: Sightstone (800g) + Blue Orb (800g) + 1g = 1601g

Statistics: +150 Health +UNIQUE Aura - Blue: Gain +75% base mana regen and dealing damage to enemy champions lowers the cooldowns of the abilities by 0.5 second for the damage dealer. [approx. aura range is 1000 units] +Sightstone passive and active, holds 5 charges instead of 4


Have a good day! ~ Stacona

EDIT: So I decided to remove the stats completely and have the combine cost of 1g (cost reduced to 1601g from 2600g), on this note since all the orbs cost the same there could be a swap out system in place for the upgraded sightstones to switch the orb and colour of sightstone around once the upgraded sightstone is complete to change your aura based on the pace of the game without having to completely sell the entire upgraded sightstone to get a different aura. Another reason for the stats removal is so that any type of champion can efficiently buy any aura that they want / need for various reasons, and this has the customization for the player to choose between whether they want Sightstone or their coloured Orb first and get the second component later. Plus this removes any kind of worry of solo laners buying a Sightstone and being powerful with it, now the item is supportive-only tier with some health.

13 Comments

KMannnnn11 votes

The idea of split paths for sightstone upgrades is one that's grown on me. However, these ideas in particular seem to be a bit overtuned, particularly the red and yellow orbs. They grant way too much for the cost, whether in stats or at least 15 flat damage reduction from champions. Tone down the power, and you may just be on to something.

Stacona1 votes

i changed the auras already, i liked the action that you had to perform on blue orb the most so red and yellow changed to action based to get the power of them - health and mana regen you just get however since regen is not actually something that makes sense to be combat based

Stonington1 votes

I like that idea! God those first two would be -so- OP. You'd see so many junglers and top laners building sight stone if these were the stats. The blue upgrade kinda sucks though.

The only thing I can note that kinda sucks is how supports will be shoehorned into upgrading sightstone. At AP support would have to upgrade to the red path. Any tank support would have to upgrade through the yellow path.

If it was me, I'd probably buy the yellow orb and red orb and just sit on them for as long as possible since they give ridiculous aura stats. It's like becoming a prerework Sona with always up auras.

Stacona1 votes

i changed the auras to be more active based - the first set of auras felt too 'invisible power' so i made all the auras be required to do an action first to get power (obviously you have to be within range of the aura holder too) instead of giving stats- health and mana regen you just get

Sozan51 votes

Sorry to say, but those items have stats that are both too slot and cost efficient for an item that is already powerful (Vision is after all an incredibly powerful mechanic).

Sightstone and Ruby Sightstone are 50% and 66% cost efficient for a reason. The reason is obviously the choice of superior stats on an item or superior vision control - you should never have both on a single item.

Stacona1 votes

if you are basing things on individual stats, all the items are gold inefficient, you already own a sightstone so you arent buying a sightstone effects - if you apply the aura and have the item as a team perspective then the items will be gold equal to very gold efficient depending on how many are around you - so all the items give less than 2000g in stats and they cost 2600 to complete - so on a team supportive end they are efficient (sightstone and the aura are listed at 800 gold each, the health is from the sightstone) so the stats do not equate to 1000 gold just shy of actually

Sozan51 votes

The first item is 95% cost efficient even without the aura (and I would say the Aura is worth way more than 150g) and the sightstone active. The second item is 63% cost efficient without the aura and the sightstone active. The third item is 79% cost efficient without the aura and the sightstone active.

And regardless of which item you get - it's way more slot efficient than Ruby Sightstone (which gives you stats worth 1066g for a slot, while your items give stats worth from 1638-2471g and that is without the Auras.

Also, the items will become cost effective after:

Red Sightstone: 2 wards Yellow Sightstone: 13 wards Blue Sightstone: 8 wards

Ruby Sightstone: 8 wards

I'd say all of this combined is way too good for a warding item like this (also, some of those auras are incredibly broken by themselves), because as I stated before - there needs to be a choice between stat superiority and vision superiority.

Stacona1 votes

You bought your Sightstone already- you can buy your Aura early as well - meaning upgrading the item is just adding stats to it and combining your aura and sightstone together-

Ruby Sightstone would be removed (Red Sightstone steals the icon, yellow and blue would be recoloured ruby sightstone icons)

Regardless the items are good on a team scale - not on an individual scale and if mid or top wants to buy a sightstone item i am fine with this, marksman will never buy any of these items--- and jungle and support are the intended support roles for these items

red sightstone would be 1500g, yellow would be 1400g, blue would be 1300g without sightstone or the coloured orb---- but the items just need to be balanced among each other and their strengths change on a game-to-game basis- the thing about team based items is that to balance them among each other you first need to see them play tested and see which of the three become overally dominant and which is rarely bought so then you would tone down the strong and buff up the weak- you can only compare gold efficiency for selfish items rather than team items (because 2-4 sightstones are guaranteed to be bought every game because it is still a sightstone)

basically we are looking at how the items stack up among each other RATHER THAN how the stack up to the other items, because compared to other items they are all weaker (grail has 60 ap and 10% cdr too, but also 25 mr, two mana passives, mana regen, and 10% more cdr- so waaay more gold efficient than just getting red sightstone, but on a team scale rather than individual scale red sightstone is obviously stronger because it is a supportive-tier item)- just keep in mind that the aura and sightstone are already in the recipe cost, you are upgrading to combine stats (and a little bit more stats) and the sightstone and aura as one item

Sozan51 votes

{quoted}

You bought your Sightstone already- you can buy your Aura early as well - meaning upgrading the item is just adding stats to it and combining your aura and sightstone together-

And this is by far the biggest problem with your items, and the one that I mentioned at the very beginning.

The items will become way too slot efficient. If you don't know what slot efficiency is, I will try to explain shortly:

Slot efficiency is how much "power" (be it stats, passive or active effects) the item gives. Some items should have decreased slot efficiency, the best example being Doran's items and the Sightstones (normal and Ruby). Doran's obviously are meant for early game (thus being the best choice as far as cost-efficiency goes) however since you cannot build anything from them they fall off late - diversifying both the starting items and later build. Sightstone on another hand is an item that already gives a lot of power through vision (vision is theoretically worth 75g per ward placed - but let's be honest, it's much more valuable than that). As such giving more power to the item will make it just too good.

Imagine if you had an item like this (obviously it's overexaggerated on purpose):

Infinite Phantom Dancer's Edge™ Recipe: Infinity Edge (3800g) + Phantom Dancer (2800g) + 500g Statistics: AD: +80 Critical Chance: +55% Attack Speed: +50% Movement Speed: +6% UNIQUE Passive: +50% critical strike damage UNIQUE Passive: UNIQUE: Your champion ignores unit collision

Hell, this item would be less cost-efficient than both IE and PD (at 104% cost efficiency). I mean I just took 2 items and combined them, right?

This is exactly what I mean - it's not too much power per gold - however it's waaaaay too much power per item slot. The same goes for your items - warding and health from Sightstone is already enough power per slot as it is - giving them more power would be a very bad idea. Especially the amount of power you wanted to give them (solo effects were more than slot efficient enough for an item with Sightstone build into it - but you also wanted to give them auras).

Stacona1 votes

I can lower the stats if you are concerned about it being too strong that way the supportive team aspect of the item remains while lowering the selfish stats - i personally like the option for the user to decide if they want team fighting power with the aura or vision power with the sightstone (and health) - the customization path I think is cool, while the stats can go down so that the item is supportive-tier efficient but not personal combat stat efficient if this makes any sense

Stacona1 votes

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