[Diamond Design] Why is Invisibility so Problematic?

Joushi·2/9/2015, 1:00:35 AM·18 votes·6,521 views

Hey guys, sorry I missed last week, I got rather sick. Next week should probably be good again though.

The Lore vs Gameplay article will still come I promise, but it’s hard to produce something for that with my current schedule that I am willing to put out. If you guys missed our previous discussion, go check it out. I’m actually kinda excited, since we’re seeing more diversity at the competitive level (not enough, but it’s progress). If you read that and still have an unquenched thirst, go to the Central Hub and check out the rest of our discussions so far.

With bookkeeping out of the way, let’s take a look at today’s topic!

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#Why is Invisibility so Problematic?

Invisibility and stealth are parts of the game that have been around basically since the game was first released. A number of different parts of the game function importantly with relation to things that can be invisible. A lot of the champions that have invisibility aspects have been really problematic, dominating the game at different points in time. Unfortunately, I have not been playing since beta, I started shortly after Rengar was released in the second half of Season 2, so while I’ve heard stories and seen videos of some of the more egregious offenders, I can’t really speak on Invisible Female Singed Eve with much authority.

Let’s start by looking at all the different ways stealth is used in game!


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#Champions

Akali, Evelynn, Kha’zix, LeBlanc, Rengar, Shaco, Talon, Teemo, Twitch, Vayne, and Wukong. All of these champions can go invisible, and most of them have had periods of time where they were some of the most dominating picks. Rengar is probably the most obvious example at the moment, with Elements’ Shook flash snaring targets for Froggen to follow up on, but Twitch and LeBlanc are also fairly dominant at the moment.

Before going too far talking about stealth, it’s important to distinguish how different characters use their stealth, and I’ve come up with two basic categories for characters: Quick Repositioning and Ambushing.

Quick Repositioning

This is the invisibility that someone uses to quickly shift around within a teamfight or duel. Vayne, Kha’zix, and LeBlanc all use their invisibility primarily to help in dodging skillshots and making it harder to track them.

Ambushing

The characters that use their invisibility for ambushing like Teemo, Twitch, and Rengar use it in order to take an opponent unawares, using invisibility as extra fog of war. These two are probably the worst examples in terms of counterplay, as we’ve seen in the last couple of days. A decisive Rengar will jump on your face before you have a chance to respond, and if layered with crowd control from someone like Lissandra, you have basically no time to respond.

These two concepts primarily serve as ends of a spectrum. There are very few examples of champions that use their invisibility strictly one way or the other. Shaco seems to be pretty squarely in the middle, using his stealth both to jump around a fight and to effectively position himself during a gank. Teemo’s is almost strictly used to ambush targets. The other end of the spectrum seems to be Vayne.

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#Traps

Noxious Traps and Jack in the Boxes are some of the most hated skills in the game. Functioning in a similar way to ambush stealth, traps sit still and wait for someone to pass by and then they erupt dealing a hefty amount of damage and crowd control to whoever they hit. Effective Teemos can control huge sections of the map through the vision and damage they provide. They can also be used in other fights, as small zone control during teamfights, if someone knows where a shroom is, they aren’t likely to step on it.

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#Wards

When talking about wards, it’s important to note the substantial re-haul Riot took in relation to them. As such we’ll look at the changes they made to this system.

Pre Rework

From the time I started, and presumably since the beginning of wards, both kinds of wards were invisible, both green and pink, or as they used to be known, Sight and Vision wards. It was rather entertaining when one person chose to buy a pink ward as a support or top laner, destroying the enemy’s green ward. Your opponent was forced to buy Oracle’s Elixir, or buy a pink of your own to regain vision and destroy the enemy’s ward. Trinkets didn’t exist, so pink wards and elixirs were the primary ways to reveal invisible objects, both of which were substantial investments, especially Oracle’s, as it lasted until death, marking you as a significant target to kill for the enemy team.

Post Rework

In early Season 4, Riot decided to change the way this system worked. Pink wards became visible and less expensive, and Oracle’s was removed from the game, instead replaced with the Sweeping Lens and Oracle’s Lens. This will be important later.


Now that we’ve taken a brief look at how stealth is used in League of Legends, we have some idea of the “play” of stealth. However, we have not looked at the equally important counterpart, counterplay. Bad pun fully intended.

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#Counterplay

Generally speaking, invisibility doesn’t have nearly as many counter-options as other systems, at least in the perceptions of the players.

Vision Wards

Akali’s not op, just get a pink you noob! This has been the go-to argument of ragers since I’ve started playing the game. As far as counterplay goes, it’s not very interesting, though it can be quite effective. It reveals everything invisible, champions, traps, and wards. When watching competitive play, pink wards are dropped all over the place whenever someone goes, or is likely to go, invisible, as well as to control of vision points. The problem with this response is that it requires a repeated gold investment for something your opponent has access to for free. This feels unsatisfying and helps to create a somewhat artificial gold advantage.

Sweepers

Sweepers are effective tools for dealing with wards, as they have demonstrated at more competitive levels of play, where many of the most effective teams will have 4 of these on their members. This is also not necessarily a good form of counterplay because it is not an ideal option for many characters, like ADCs. The other problem is the non-intuitive nature of the usage. When Akali throws down a smoke screen, many players will naturally try and scan the zone trying to reveal her. It works on traps and wards, why not champions? While the upgraded scanner gives you access to a version of the old Oracle’s Elixir, which does give you vision of invisible champions, this is not possible before level 9, at which point characters like Akali, Twitch, and Talon can already begin to start tearing through their opponents.

Abilities

Some champions have abilities that will reveal an area or a champion when used. Lee Sin’s Tempest and Sonic Wave (E and Q), Twisted Fate’s Destiny (R), and Rengar’s Thrill of the Hunt (R) all show enemies regardless of stealth. Others, like Talon’s Noxian Diplomacy (Q) and Nocturne’s Duskbringer (Q) provide semi-reveals that will show an individual’s position, and a number of other abilities will show particle effects when casted with an enemy in range. While this is a good thing, part of the problem here is that so few characters have access to stealth reveals. Most characters have only the above recourses when trying to destealth a character, and when left with no options they will oftentimes just try and run away. Rek’sai’s burrowed passive will also show the pings left behind by moving enemies.

Other abilities like taunts and knockups will also reveal a lot of invisible champions.

Specific Mechanics

While there isn’t really a general solution here, Eve is required to stay a certain distance away before becoming visible, and Rengar and Twitch can’t go invisible for longer durations while they are being damaged, giving their opponents a means by which to attack.


#What can we do?

The biggest problem, as discussed above, is there are very few options of counterplay. Before we go into potential solutions, let’s look at what I believe are the most well designed stealth mechanics introduced in the game, and what makes them well designed.

Vayne

This is where a lot of people might disagree. Vayne has, at times, been very popular in solo queue and at the professional level. Why would this character have well designed invisibility? Well in my opinion, Vayne only has access to invisibility for limited periods of time, as her ultimate, and further gated by the cooldown on her Tumble. By tying her invisibility to her mobility, she doesn’t have separate access to both of them, instead it’s all used up at the same time. This amplifies her dueling nature without giving her too much in her kit.

Wukong

There’s a good reason Wukong was Elementz’ pro pick (back in the day). His stealth on a decently long cooldown and leaves behind a clone. This creates a minigame every time it’s used, or importantly, pretended to be used. Where other characters have little to gain by not using their invisibility, Wukong has a distinct incentive to not use it. While not a big fan of the stealth into engagement combo, it is overall still interesting enough for me to really enjoy it.

#Proposals

As we’ve seen, there aren’t many counterplay options that are strong and feel good. As such, here are some possible changes to make, ranging from most to least radical.

More ability reveals

This is rather aggressive, as it quite strongly shifts the balance in favor of the defender. If all ground-targeted abilities revealed stealth within their area of effect, it would create a number of zones that the stealthed individual would have to avoid as well as creating more protection for the backline (since most stealth is assassination related).

Rework Clairvoyance

Clairvoyance? Like seeing into the future? No! It’s actually a summoner spell in League of Legends! Due to the niche nature which now overlaps with the Farsight Orb, clairvoyance is really only seen when people are kinda screwing around or with bizarre strategies. Perhaps if it was used to reveal stealthed characters, traps, and wards it would see more play.

Addition of a Mastery

By adding a mastery in the utility tree at 21 points (which would be mutually exclusive with the current Wanderer mastery), individuals could get access to true sight. This would incentivize a largely underutilized tree, though it could be quite overpowered. By allowing it to see stealthed champions but not traps or wards it could still see some conditional play.


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#Conclusions

There’s not a whole lot more to discuss in this topic without going really indepth into specific uses of abilities. Ultimately, invisibility, like silences before, suffers from a lack of effective counterplay. If you have solutions or ideas, or even designs for abilities that would work well with invisibility, let me know below in the comments! Similarly, apart from Lore vs Gameplay, I feel like the ideas for articles aren’t going to be getting necessarily stronger. Please don’t hesitate to offer up new ideas!

I might also start to open up the scope of the series. Would articles on item design, map design, and other games in relation to League be interesting to you? What about more insight into actually playing the game instead of this more theoretical stuff? Let me know!

FOOD FOR THOUGHT: What other ways do you have to make stealth more fun to play against?


Alright that’s all for this week. Hope you guys enjoyed reading this! Just a quick reminder, especially since this one has more opinion specifically in it, part of the reason I write these is not necessarily because I think I’m always right, but because the topic is worth talking about and it’s a good way to have at least some useful definitions to work with, and an argument to either confirm or refute.

Should be around more to discuss this one than I was last week! See you guys around!

45 Comments

PapotiK2/9/2015, 2:11:27 AM6 votes

Make an article about critical strikes and your opnion on rng in a competitive game like league of legends

SnackieCakes2/9/2015, 11:22:14 AM4 votes

I don't agree with the emphasis you place on counterplay in these articles. Why do you think that everything needs to have "counterplay?" Does CC not have enough counterplay? Does damage not have enough counterplay? At what point is: dodge the skillshot, stay out of range, use wards and map awareness (ex: against stealth), not enough counterplay? I'm all for your writing these and contributing to the discourse, by the way, I've just been surprised to a trend of, "this is powerful, let's get rid of it."

Varnoc2/9/2015, 6:07:24 PM3 votes

I'd like to see a discussion considering the pro's and cons of Life steal and Spell vamp being in the game.

On one hand, they provide a means for champions to sustain in lanes, but on the other hand, champions with built in sustain (Vladimir is an obvious one here) need to be tuned so heavily so they can't abuse the power it gives them. It seems like it makes champions with built-in sustain less unique.

Leti the Yeti2/9/2015, 1:36:55 AM2 votes

i didnt read errything cuz im lazy but it seems well written to me

kitcat3002/9/2015, 6:54:28 AM2 votes

Many argue that Eve needs a new stealth. I personally would like to see something inovative on her, but what kind of stealth would she get that hasn't been done already? I'm no designer so I have no clue on what could be done, let alone have it tie into a thematic for her.

Kitten of Evil2/9/2015, 9:25:49 AM2 votes

The issue with stealth is that it's very binary. Most methods of counterplay will either shut down the enemy (good luck as Akali/Eve/Twitch if they bring pink wards to teamfights), or they'll be completely useless (pink wards are a waste of time against Teemo and Shaco traps, because the wards are visible and only give you true sight in that small area...).

Messaiga2/9/2015, 3:49:11 PM2 votes

I believe there is something missing from this post. Namely that most characters with stealth also pack immense damage in short time periods. Notably, champions like Rengar, Shaco, Talon, and Twitch can use their stealth(s) to engage on an unsuspecting opponent (though Rengar is the biggest culprit here) and kill them before any sensible reaction is possible (other than freaking out and trying to run, or in my case being jump-scared).

I do believe Talon's stealth is fine as he sacrifices damage if he chooses to use it as an initiate, Shaco's is also kind of okay since it doesn't last as long as Rengar's or Twitch's. As for Rengar, I believe it needs to be stripped from him and then they can balance his kit as needed (Thrill of the Hunt would probably be reworked to make him extremely fast or something to achieve a similar affect as stealth, in that it is difficult to react to). On Twitch, it feels like an iconic ability so I don't know if it would require change.

Raptamei2/9/2015, 7:00:31 AM1 votes

Why is stealth completely fine in Dota?

Goosetard2/11/2015, 2:25:19 AM1 votes

I feel as though invisibility has never been as prominent of a game mechanic as warding and ward coverage, and the two almost unintentionally interact because somewhere along the line it was convenient to program their invisibilities in the same way. I think some of the problems you identify that were exacerbated by the season 4 vision changes and could be resolved by more clearly differentiating the two. The same true vision that identifies hidden wards need not also identify traps and stealthed champions, and vice-versa. They could be two completely separate mechanics, and riot would be able to tune them individually.

Learnding2/9/2015, 5:48:10 AM1 votes

Here's a quick reason why so many things in League fail miserably, we have like 6 items that each player is expected to use unless you're playing a hybrid champion. So the counterplay itself is completely limited, so when something gets OP everyone uses a nerf or buff to justify the reason why the champion was nerfed or buffed.

DorkunedAuras2/16/2015, 5:40:32 AM1 votes

Rammus ok

Cloud2732/9/2015, 1:49:11 AM1 votes

Because they ALWAYS get the first hit, unless you have a stealth ward. Stealth wards need to be buffed in some way (last longer, harder to destroy, cheaper, etc). I don't care what it is, just buff them in some way. Stealth is cancer and we need more ways to counter it.

DrMarshSwamp2/9/2015, 9:12:42 PM1 votes

Personally I think Stealth Traps (such as Teemo's Shrooms) should be given timers so that he can't go and lay them all across various areas, especially since there isn't really much counter to that particular strategy (i mean Pink Wards only do so much, and stuff like Oracle lens or sweeping lens are all on cooldowns that can't keep up with Teemo's Shroom amount/supply.)

Nielarken2/10/2015, 6:54:20 AM1 votes

they say stealth is a problem but instead of making new counter plays they just nerf that champion to oblivion. item 3185/item 3187 why they wont put these on summoners rift is beyond me. They said healing was a problem with no counterplay but instead of fixing the only ad item with healing reduction they just remove it and nerf healers.

MidEvilKnight3k2/10/2015, 7:04:30 AM1 votes

Here are a few changes I thought of. Read the bold if you want to read the changes.

A stealth champion within 300 units of an enemy champion loses stealth. If the champion then gets further than 300 units away from any enemy champions, the stealth is resumed. Stealth champions can see a ring around enemy champions to let them know how close they can get. If a stealth champion gets within 300 units of an enemy champion without having vision of the enemy champion, the stealth champion stays stealth but the enemy gets vision of the stealth champion.

Example: Twitch goes stealth to set an ambush but gets closer than 300 units to an enemy champion before being ready to start attacking. Twitch loses his stealth so that all enemy champions can see twitch and twitch knows that he is seen. If twitch gets over 300 units away from an enemy champion, his stealth will resume. Any time spent being seen count toward the time of the ability. For example, twitch's stealth is rank 3 and lasts 6 seconds. After 3 seconds of being stealth twitch gets spotted, after 1 second of being visible twitch gets out of range and re-stealths. Twitch will have 2 seconds left on his stealth. The last clause is just to prevent stealth from being a way to see if people are in a brush. The only case (along with pink wards) where the stealth champion can be seen without knowing they are seen.

Oracles lens no longer spots stealth champions, can still be used to find wards and traps outside of the range of the sweeper. Oracles duration buffed to 15 seconds.

Oracles is just too hard of a counter to stealth and not the primary purpose of the item. The duration is buffed so that there is a better recourse against champions like Teemo or Shaco that place traps everywhere

Pink wards can see stealth champions at up to 700 units away after a 2 second delay, still grants all vision of stealth wards and traps immediately up to 1100 units. After the ward has been placed for 2 seconds, Champions within 700 units of a pink ward lose stealth. Stealth champions see a ring around pink wards showing them how close they can get. Pink wards that are not within vision of the stealth champion do not have the ring and do not remove the stealth, but within the range the ward can see the stealth champion.

Pink wards also provide a very hard counter to stealth, so I thought I would put some limitations on it. I do not want the function of pink wards in a brush to be affected too much, so the ring and the stealth removal (which is used to tell the stealth champion that they are seen) are only there when the ward is seen by the stealth champion. Also, the 2 second delay on seeing stealth champions prevents it from being used to surprise and kill a stealth champion, but instead it has to be used defensively.

With this system, a fed Akali would no longer be able to go 1v5 successfully by just placing a shroud in the middle of the other team and picking off the weak targets. If the whole team is there they could just crowd into the shroud until they find her. As compensation, the shrouds size might need to be buffed a little, but the movement speed she gets should be enough to stay clear of up to 2 champs trying to find her.

Some cases might need to be looked at to see if they can ignore some of these rules. Vayne for example has such a short stealth time that maybe its OK if she can be stealth right beside an enemy champion.

Skia Asteri2/10/2015, 3:57:03 PM1 votes

Half the problem with stealth is they will not make means of dealing with it that do not also detect wards. And it it can be used for vision control, they put quite a lot of limitations on it.

SanKakU2/11/2015, 12:29:18 AM1 votes

"Rework Clairvoyance" - The most important part of that wall of text.

AmazingGoat2/9/2015, 6:03:09 AM1 votes

Looking at the performance of champions with stealth at Season 4 Worlds is really instructive. Twitch and Rengar were not very popular picks, but were the pet picks of the best teams and won the majority of games they were picked. Eve was similarly rarely picked, but won every time she was picked. Stealth gives you the ability to make plays or outplay. If you are really good, you can leverage it.

Kingsgrave2/9/2015, 6:06:06 AM1 votes

Stealth removes your ability to fuck up while also removing the ability for the enemy to fuck you up. They can't see you and you can't see them.

Speaking of that, I would love a super massively long stealth ability that made it impossible for you to know where people were while stealthed.

Gunpoint2/11/2015, 12:53:55 AM1 votes

Twitch... dominant... bahahahahah.