3 Suggestions, Including map type, please comment/vote/poll vote

Ned0Gromp·2/17/2019, 1:12:27 AM·1 votes·897 views

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First suggestion: Warding Buffs

Warding encouragement/Ward Hunting encouragement/Ward conservation.

Warding grants gold/second in the actual game based on how key the location warded is at the time of game the ward is granting gold. For instance, warding your own base would never grant much, if any, gold: no reason to encourage a useless ward. Warding a location with another nearby ward is also useless and grants no gold. Though, if only one ward is destroyed, the remain ward will grant gold regardless of being the second or first.

Allied control wards:2055: cannot be placed near another control ward at all. The aura of the ward prevents it immediately upon placement, along with allied Farsight ward.

Allied Farsight wards: 3363: cannot be placed near each other or Control wards. However, all other wards can be placed near Farsight wards.

Allied warding totems and Remnant/Eye wards: 3069/3092/3401/3340: cannot be placed near each other, however control wards can be placed near them.

Second suggestion: detection for everyone.

Add an ability with the effect of Oracle lens: 3364: but a use function similar to Recall= Everyone can use it by pressing a button and it doesn’t take up any item or summoner spell slots. This acts as an Oracle lens that lasts (3? 5?) seconds, and can be used once every (180? 270?)-(120? 180?) seconds (depending on average level of all champions).

Third suggestion: New map type.

Map Name: ARURF: Vision Wars.

Income: +1 gold/10 seconds for every 1% of the total map of which your team has vision at the time of income.

Start game with 1 Permanent, immortal ward in the trinket slot. Once used, the player cannot get another. This ward has 1800 sight range, True sight up to 900 range, and can see into bushes within 450. No permanent ward can be placed within 1800 of another allied permanent ward.

Control Wards:2055: Map Limit/player +2. Deploys siege tanks in a similar fashion to ZZ’rot: but with +50% damage and attack speed. These will target and attack enemy wards able to be seen within travel distance of the minions.

Warding Totem:3340: Map Limit/player +6. Deploys caster minions in a similar fashion to ZZ’rot: but with +50% damage and attack speed. These will target and attack enemy wards able to be seen within travel distance of the minions.

Far sight Wards:3363: Now able to key into the frequency of nearby stealthed wards with each pulse of healing and reveal them for (3? 5?) seconds. Allies within 250 gain +5% HP, MP, and energy/10 seconds.

Remnant/Eye Wards:3069/3092/3401: Map Limit/player +9, disconnected from trinket ward limit. Deploys Caster minions in a similar fashion to ZZ’rot: but with +50% damage, Health, Armor, and Magic Resist. These will target and attack enemy wards able to be seen within travel distance of the minions.

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