With the removal of Tracker's Knife...
I wonder if it may be viable to increase the cap on the number of stealth wards placed per player from 3 to 4.
The current unique active effect of the upgraded
and
is as follows:
https://i.imgur.com/Odhf1Bu.png[/img]
Without Tracker's Knife, it seems that the job of providing vision has just been exclusively assigned to the Support. That is to say, the only player on a team currently itemizing for the purpose of granting vision is the Support.
Yes - everyone on the team has access to
for creating vision. However, we generally see less
from mid-late game as item slots are filled with beloved stat-supplying items. The later stages of the game will see less
and more
or
for the purpose of clearing vision.
The Support is the only player who has an item which has the prerequisite of completing a quest so that the Sightstone unique active can be acquired.
There are multiple potential benefits in increasing Sighstone's ward cap per player from 3 to 4:
- Increased Agency - the Support is no longer constrained by the bindings of a ward placement maximum that is lesser than the full bag of wards. This provides freedom in warding and more opportunities for decisively placed vision.
- Decreased Sacrificial Warding - this removes the scenarios in which one has to choose whether to ward a new area at the cost of the death of a previously placed ward (while on the same bag of wards - not including after basing and refilling). While decision-making is important to the game, this is an artificial and oppressive constraint rather than an enriching process of choice.
- Responsibility & Power - Overall, the Support is forced to assume the main role of providing vision, and we need to provide them with the power to accomplish their goals.
I hope this can spark some good discussion regarding the current state of vision in the game.
, because quite frankly, it's a strong overall item, and once I have T3, I can play any role and have wards, because T3 doesn't punish. It's a little gold, but it's 35g,extra damage, and fast recharge on T3.
top twice, and once was vs
and once was vs
; Both technically counter Ornn. Instead of facing them front on, my first items were
. Regen lane is powerful on tanks like this, so I just passive farmed until i saw a place where I could gank mid, or where I had a good jungler who could come top and guarantee a kill on these guys. Both games I ended 8 KDA.
