Wards Vs Ward Clear, and some problematic abilities.

Dimmu Mikeir·2/25/2014, 2:32:49 PM·2 votes·325 views

A few things I'd like to know what people think of, the first being wards.

To me warding in season 4 so far has felt too powerful. With the lack of ward clear from lasting true sight, clearing wards with the red trinket is often met with a new ward being popped down right in your face (or a few seconds after), letting you know you accomplished nothing but wasting your time. From my perspective it seems like pink wards and red trinket aren't countering wards at all, sadly its just the opposite... ward clearing is countered by more wards that just come far too easily.

Now some things I wondered if Riot has already considered. What if wards simply weren't ever stealth? This way people would start the game with an equal ability to ward clear effectively. Problem with that is what becomes of pink wards, red trinket, and champions with stealth?

A second solution I thought of was to give red trinket a second passive to make it more reliable for people who use it. Simply by giving it a bit of cooldown reduction for each stealth ward you clear. Or a cooler way of rewarding for effective clearing; is to "steal" the time remaining on a ward and use that to reduce red trinket cooldown. For example, if you clear a ward that's about to die off anyway you only get the few seconds it had left, but if you catch a fresh ward, you get much bigger pay-off from the cooldown recudtion.

The other thing I wanted to talk about was two abilities I see as quite problematic for game health. The first is Yasuo's wind wall.

Now looking from a friendly perspective. There is an ability on your team to stop all projectiles, this helps in lane and against siege. Pretty cool. The problem is from an enemy point of view there isn't really much you can do about it. Wind wall goes up, there is no limit to how much it can stop, try to go through it and Yasuo himself will kill you (if your ranged, melee doesn't really care about it), try to go around and it gives him more then enough time to just leave. Waiting it out isn't an option either since it lasts nearly 4 seconds if I am not mistaken, that is a really long time! So as an enemy player you get stuck with this "damned if you do, damned if you don't" situation, and that's just not cool at all.

I think the best solution for this is simple limiters, like the wall breaks from x amount of damage, like a shield. Alternately make it more akin to spell shield and make it stop x amount of projectiles before it breaks (or maybe projectiles reduce its remaining active time by 0.x seconds). The purpose being that in a 5 v 5 tower siege Yasuo's wall will melt under pressure from a heavy siege, and in skirmishes it will do its job effectively (I hope). Also creating a reward to a skilled Yasuo who can identify and react to key projectile spells instead of a unskilled Yasuo who just throws his wall up vs everything. Additionally It might actually receive level up incentive too, being able to take more damage or block more spells from putting points into it instead of having stale width increase (I despise skills that are specificity designed to have only 1 point invested into them).

Now last thing I'll mention is Dark Passage... Yeah sorry Thresh, your cool, but I hate having a free escape in the game.

Again lets first look at this skill from a allied perspective. This lantern skill can be used to pull an allied ganker into a fight, pull an ally under attack to safety, shield everyone in a smallish area, and collect souls. So pretty nuts how loaded with utility just one skill has but when applied in game its not as horrible as it sounds. Now that said the problem, like with Yasuo's wind wall is the lack of counter play. Using it to pull a ganker into a fight is no real problem, that's just a really cool way of using this skill offensively. The real problem is when your pulling an ally out. You catch a guy out in a REAL bad position, 3 v 1 landing your CC and hes pretty screwed, but then oh, a lantern appears in a 4 man cluster and hes just straight up gone. You can try to stand on top of it but that hardly ever works, fact is if he clicks on it before you stand on it and doesn't click again after, hes out, gone, done. You can try to CC him until the lantern is gone, but I'm pretty sure that its a massive 6 seconds, if you CC a guy for 6 seconds he should be pretty much a corpse anyway, not what I would call counter-play here.

The only thing I was able to think up for this was to allow enemies to grab the lantern too (now don't burn me with torches here and think about this for a minute). When Thresh can throw a Lantern into 5 enemies and the only thing that can happen is the ally gets to safety, something is wrong IMO. Now that said, I don't think the enemy player grabbing the lantern should shoot to Thresh and die under the Thresh's tower / team. I meant the lantern should return empty. This will make Thresh players have to place their lanterns intelligently and wont hinder its offensive use of pulling in other allies, or applying the shield, or collecting souls. And it gives enemy players a chance to cut off an escape route of a player they caught in a bad position IF they can reach the lantern before Thresh's ally does. Do you blow flash? use gap closers or escape spells? Thresh's lantern will suddenly have allot more thought process around it both by the allied and enemy team members instead of mindlessly throwing it into 4 enemies and waiting for good news.

I'm sure these aren't the only problem abilities in the League, but just the few a chose to think about (I was going to mention Rengar's passive zero CD leap from bushes that is completely game-breaking to bush juking, but since hes deep into a rework I thought there isn't much point).

3 Comments

Dead Alive2/26/2014, 6:30:10 AM1 votes

Totally agree about Thresh.

TheHotBendover3/7/2014, 1:40:37 AM1 votes

That is a severe nerf to Yasuo though, how will he be viable then? He has already been nerfed a couple times before.