Keystone Mastery Ideas for Vision

Traxicus·2/9/2016, 2:06:34 PM·57 votes·2,640 views

Since Riot's mentioned they want more keystones, why not make one that centers around improving your ability to contribute vision for your team? Supports (and some junglers) would like that, I'm sure. Here are some ideas:

Sentinel's Vigilance: Your ward cap increases by 1. Gain a small amount of armor and magic resist, scaling with your level, for each green and/or pink ward you have active. The resistances do not apply until six seconds after placing a ward, and last until they expire or are destroyed.

Banisher of Shadows: When you place a ward, for a few seconds it provides greatly increased vision range and highlights hidden enemies, as well as granting you a shield for a few seconds (on a long cooldown).

Scouting Sprite: Your champion is followed by a small glowing orb that has the same sight radius as you, and trails behind you at around a 2-second delay. If you use the last charge in your Sightstone, it disappears and replenishes one charge, reappearing once you recall. If you die while it's active, it transforms into a blue ward.

Swiftrunner's Guidance: (inspiration credit to vSynthesize) Wards you place last 15% longer, and generate a buff over a period of time (scales down with level, somewhere around 30-10 seconds) that surrounds them with a windy circle. When an ally walks into the circle, the buff is consumed, imbuing them with a burst of movement speed. This wind is faintly visible to enemies.

Prophet of Retribution: (inspiration credit to The Djinn) Your wards are protected by a shield that absorbs the damage from one attack. This shield recharges after 20-5s (scales down with level). An enemy that breaks this shield suffers an 80% slow that decays over 3 seconds, and is revealed for that duration.

I know these are pretty niche, but I think broadening the options of keystone masteries to include vision effects are a great way to make the support role more dynamic and fun. Feel free to give feedback on these ideas and contribute your own!

41 Comments

Zielmann2/9/2016, 3:41:52 PM15 votes

As a support main, I would absolutely love something that either increased my ward cap or increases the max charges on sightstone items by one (or both?)

With sightstone only having 3 wards, I feel like it's difficult to really advance vision without a substantial amount of help from your team. They keep making these vision changes with the thought of spreading the vision responsibility across the team. It's great in theory, but no amount of changes they make will actually get your allies to help enough with warding in silver...

ModThe Djinn2/9/2016, 5:04:07 PM7 votes

{quoted} Sentinel's Vigilance: Your ward cap increases by 1. Gain a small amount of armor and magic resist, scaling with your level, for each ward you have active. The resistances apply three seconds after placing a ward.

I like the ward cap increase, but I'm not sold on the rest -- it encourages poor ward use in a fight by giving you a bonus for dropping a bunch quickly.

Perhaps just gain a small amount of armor / magic resist for each ward you have on the map? No timer applied.

Banisher of Shadows: When you place a ward, for a few seconds it provides greatly increased vision range and highlights hidden enemies, as well as granting you a shield for a few seconds (on a long cooldown).

Seems a bit too good, honestly. It does EVERYTHING a support wants, and grants huge power to initiating supports. :P

Scouting Sprite: Your champion is followed by a small glowing orb that has the same sight radius as you, and trails slightly behind you (It can't see in brushes you don't have vision of). If you use the last charge in your Sightstone, it disappears and replenishes one charge, reappearing once you recall. If you die while it's active, it transforms into a blue ward.

This one is pretty interesting. I'd probably cut the Sightstone part (tying masteries to items feels weird), but the rest is pretty solid. I'd actually allow it to see in bushes though -- gives it more strategic use.

Windrunner's Guidance: (inspiration credit to vSynthesize) Wards you place last 15% longer, and generate a buff over a period of time (scales down with level, approx. 20-8 seconds) that, when an ally walks over them, imbues them with a burst of movement speed.

This one I absolutely love. Although maybe make it a minor Scuttle Crab buff -- movement speed in a radius around the ward. I'd also suggest that this might need to be tuned to make your wards always visible as a trade-off for the power it can grant.


Other suggestions:

EXPERT SCOUT: Your ward placement range is increased by 25%. You gain a 30% movement speed buff for 3 seconds after placing a ward (15 second cooldown).

Allows for more daring ward placements, as you have an in-built method of escaping.


PROTECTIVE TOTEM: When you place a ward, it raises a ring around it until the ward turns invisible. Enemies passing through the ring while it is active are slowed by 20% (+3% per level) for 2 seconds.

*Gives wards an extra utility case, which can add some zoning / CC to a support's kit.

CarbOMG2/9/2016, 2:08:10 PM4 votes

I want a small glowing orb following me now. Always.

Toastey2/9/2016, 2:18:12 PM3 votes

10/10 true excellence

Blue Kaozi2/9/2016, 2:29:04 PM3 votes

I think it sounds like a really good idea! Bump for vision.

filipino4tune2/10/2016, 4:16:40 AM3 votes

Sentinel's Vigilance: Your ward cap increases by 1. Gain a small amount of armor and magic resist, scaling with your level, for each ward you have active. The resistances do not apply until six seconds after placing a ward, and last until they expire or are destroyed.

Imagine using blue ward, and just placing it in base, so you have potentially infinite wards, and get potentially infinite amount of resistances O.O

Gypsyleeboy2/10/2016, 3:19:29 AM2 votes

Finally a good idea. I'm tired of the "NERF THIS CHAMPION" and "BUFF THIS CHAMP" threads.

We need more suggestion threads like this. Very well thought, and THUMBS UP!

Swift runner is my favorite! Though, scouting sprite sound OP. never get ran up on from behind!

50000000000000002/10/2016, 3:28:59 AM2 votes

Might as well make a vision-focused/team utility mastery tree! Right now the trees are meant to be sustained damage/burst damage/tankiness, but a lot of supports build utility over damage or tankiness. You could even say that tanky supports are build tanky to provide utility longer.

ModThe Djinn2/10/2016, 4:46:14 AM2 votes

{quoted}STUFF

Adding some more thoughts, because you've got a good bunch of ideas, and you enjoy conversing about design.


RESTORATIVE TOTEM: Vision Wards you place give off a small aura that heals allies for 0.5% (+.05% per level) of their maximum health per second as long as they remain in range. This effect is disabled for wards placed close to allied towers.

Might allow for interesting situations where you use a ward to heal up your team before a fight, or where you can create gameplay objective in lane by using a Vision Ward defensively.

SUPERB CLARITY: Wards you place have a small triggering radius around then. If an enemy champion passes directly through this radius, their location is pinged on the map and they are revealed to your team for 6 seconds.

Rewards unexpected or skillful ward placement, and perhaps makes melee champions hesitant about clearing even known wards.

boosted frog2/9/2016, 4:42:36 PM2 votes

Sentinel vigilance: the moment you're about to get bursted, drop as many wards as you can and pray

JK

"Ancient vision" keystone:

  • ward and sweeper last x% longer.

  • pink and/or blues gain +1 hp.

  • warding and sweeping radius +x%

  • anyone who teleports to a ward that has been enhanced by this keystone gets some sort of short buff like movement speed or more armor for x seconds. They will visually look different and the teleport animation for the caster, ward and minimal will be a noticeable different color to warn players.

*Champions (like jax and lee sin) who leaps to these enhanced wards get a smaller buff, like small damage increase, tenacity, movement or armor idk. Having damage increase from leaping on the ward could open up some cool plays but since most Lee and jax ward jump to escape, a slight movement buff may be cool. And leaping to the said ward has a much faster animation, which helps with Lee sin insecs and makes jax look cooler or whatever

The awakening of Lee sin teleport-exhaust supports anyone? (Jk)

As op as that sounds, most likely jax and Lee's won't use this keystone over something like thunderlords, but supports will most definitely utilize it

Not as dynamic as the ones mentioned but it can stimulate some more ideas

Ave Machina2/9/2016, 7:15:18 PM2 votes

I'd love vision masteries. Season 6 really crippled supports' ability to provide vision.

Lugg2/9/2016, 7:16:35 PM2 votes

I have to say that these are some good ideas. Hopefully Riot is listening.

TallyZrg2/9/2016, 10:09:36 PM2 votes

I like the ideas a lot and there should definitely be some masteries around vision in the game.

There is one though that might cause some resource issues though (contributing to lag and crashing) and that is the one with the sprite following you. If you are curious as to why I think this might cause an issue, take a look at Teemo's wiki page for his "Trailblazer" passive that he used to have. It explains in great detail why Riot had to remove it, even though it was good.

OneExit2/10/2016, 12:21:55 AM2 votes

I love all of these ideas. Hope good ol' Rito gives 'em a look.

morris12/9/2016, 4:58:39 PM1 votes

Where exactly did they mention they wanted to add more keystones?