Ward Variety, Sight Options, & The Information War

DrugsForRobots··11 votes·1,161 views

#FORWARD

Looking for feedback for these ideas about vision in League. My hypothesis is that League, of all the MOBAs and RTS games out there, has the most advanced vision and stealth system probably in the history of either genre, which is partly the reason for its massive success, not that it is ever given any credit. More on that later.

I think the vision game in League is fundamental to the issues supports and junglers face, as well as those champions with invisibility (commonly referred to as 'stealth' champions.) The premise being: more unique ways of getting information is preferable to having more sight. Those ways of getting information need to be fallible. They need to have exploitable weaknesses that your enemies can use against you.

#RULES

This hypothetical update is predicated on a completely different vision environment. All of the known vision options and tools have been removed or reworked, replaced with a selection designed to fill the void they left behind.

REMOVED - item 2049 item 2045 item 2303 item 2302 item 2301 item 2055 item 3363 item 3364 - REMOVED

  • ##LIMIT: 1 Ward Per Player, 1 Trinket Per Player To limit vision saturation of the map, players get to choose a ward of their choice and a trinket to supplement / compliment their choice. Ideally, players will mix and match their tools and use them to create a network of vision suitable for their team comp, the enemy's comp, and their overarching strategy.

  • ##INVENTORY SPACE: A ward will occupy the trinket slot (overriding the use of your trinket) until placed This should promote the idea of wards as defensive tools used to control a given territory. You must decide where it goes and commit to placing it there.

  • ##DURATION: Infinite All wards last forever now. They must be destroyed by enemies or be placed in a different location by yourself.

  • ##HEALTH: All wards have 3 HP. This may seem like a low number, but all of these wards have an innate defensive ability. The Snitch and Observer are invisible, the Beacon can't be hit except by ranged champions, the Sentry is indestructible, and the Beholder regenerates rapidly.

  • ##COST: FREE All wards and trinkets cost 0 gold and are free to purchase. They can be swapped out in the shop.



##WARDS

http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fmedia.lolusercontent.com%2Fapi%2Fembedly%2F1%2Fimage%2Fresize%3Furl%3Dhttp%253A%252F%252Fvignette4.wikia.nocookie.net%252Fleagueoflegends%252Fimages%252F1%252F1e%252FLivesByProxy_WardRework_BlueSnitch.png%252Frevision%252Flatest%253Fcb%253D20160226042313%26key%3Da45e967db0914c7fb472fd4381e6c85b%26width%3D150&key=a45e967db0914c7fb472fd4381e6c85b&width=150 Snitch:

  • Invisible.
  • Gives a visible / audible ping whenever an enemy champion enters its range.
  • Doesn't grant any vision.
  • Enemy champions can hear the ping it gives off.

Rationale: A defensive measure against enemy champions with invisibility, it is also a very safe option since it requires less map awareness on the part of the user. However, due to not granting sight, the information it offers is imperfect and still allows the enemy a large degree of ambiguity as to which enemy it was, where they went, or even if they're still there, waiting. It also alerts the enemy to its presence enabling them to play differently in the future, since they have information about its position.

http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fmedia.lolusercontent.com%2Fapi%2Fembedly%2F1%2Fimage%2Fresize%3Furl%3Dhttp%253A%252F%252Fvignette2.wikia.nocookie.net%252Fleagueoflegends%252Fimages%252Fd%252Fda%252FLivesByProxy_WardRework_GreenObserver.png%252Frevision%252Flatest%253Fcb%253D20160226051902%26key%3Da45e967db0914c7fb472fd4381e6c85b%26width%3D150&key=a45e967db0914c7fb472fd4381e6c85b&width=150 Observer:

  • Invisible.
  • Grants sight in a long, narrow line from ahead and behind that extends indefinitely in both directions.
  • Can be seen at very close ranges; enemies know when they've been seen by it.
  • It's line of sight is blocked by all units, terrain, brush, and structures.

Rationale: Vision that can be outplayed (either by being overt about which area it is controlling, or explicit in alerting enemies that their position has been compromised) allows for creativity on the part of both teams. With the Observer, it is possible to ward huge stretches of the river and jungle, but due to it's limited FoS, any enemies that do bypass it are still afforded tons of ambiguity as to their position within the jungle.

http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fmedia.lolusercontent.com%2Fapi%2Fembedly%2F1%2Fimage%2Fresize%3Furl%3Dhttp%253A%252F%252Fvignette4.wikia.nocookie.net%252Fleagueoflegends%252Fimages%252Fc%252Fcf%252FLivesByProxy_WardRework_YellowBeacon.png%252Frevision%252Flatest%253Fcb%253D20160226051903%26key%3Da45e967db0914c7fb472fd4381e6c85b%26width%3D150&key=a45e967db0914c7fb472fd4381e6c85b&width=150 Beacon:

  • Sight in a large circular AoE around it, unobstructed by terrain (can see over / through walls.)
  • Only attackable by ranged champions (400 range or greater.)
  • Can only be placed on terrain.
  • Is visible to enemies through the Fog of War.

Rationale: Keep an eye on multiple jungle camps and multiple paths in the jungle. The downside / counterplay is that, because it is visible through the Fog of War to the enemy team (they can see where it is / what terrain it is placed on) they know that that area is warded and will thus attempt an alternative gank route. It is clearly less effective on teams with powerful invisibility spells or many ranged champions. Also, due to its limited placement on terrain, certain gaps will be created in its field of sight, letting skilled players stick to the Fog of War and skirt around it.

http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fmedia.lolusercontent.com%2Fapi%2Fembedly%2F1%2Fimage%2Fresize%3Furl%3Dhttp%253A%252F%252Fvignette2.wikia.nocookie.net%252Fleagueoflegends%252Fimages%252F7%252F7e%252FLivesByProxy_WardRework_RedSentry.png%252Frevision%252Flatest%253Fcb%253D20160226051903%26key%3Da45e967db0914c7fb472fd4381e6c85b%26width%3D150&key=a45e967db0914c7fb472fd4381e6c85b&width=150 Sentry:

  • True Sight.
  • Indestructible.
  • Vision is limited to a cone that rotates, which the enemies can see.
  • Is visible to enemy champions and can be disabled temporarily.

Rationale: Anyone who has ever played a video game should be able to look at the Sentry and know what it does at a glance. Being indestructible it is guaranteed to ward off an entire area. It demands that the opponent find another route or be exceptional with their champion and his / her mechanics. Champions with speed steroids will be effective versus this type of ward, but against slow and immobile units there can be no escape from its gaze.

http://media.lolusercontent.com/api/embedly/1/image/resize?url=http%3A%2F%2Fmedia.lolusercontent.com%2Fapi%2Fembedly%2F1%2Fimage%2Fresize%3Furl%3Dhttp%253A%252F%252Fvignette3.wikia.nocookie.net%252Fleagueoflegends%252Fimages%252F9%252F9f%252FLivesByProxy_WardRework_PinkBeholder.png%252Frevision%252Flatest%253Fcb%253D20160226051902%26key%3Da45e967db0914c7fb472fd4381e6c85b%26width%3D150&key=a45e967db0914c7fb472fd4381e6c85b&width=150 Beholder:

  • True Sight in a large circular AoE around it.
  • Rapidly regenerates HP.
  • Is visible to enemy champions.
  • Delayed activation upon placement.

Rationale: Sharing more in common with the old Vision Ward than the new Control Ward (neither of which exist in this hypothetical vision environment) the Beholder is great against invisible champions and other wards. It's a pretty safe option, but is more vulnerable than the others since it can be seen. Hiding it in a bush is a good strategy.



##TRINKETS

https://vignette4.wikia.nocookie.net/leagueoflegends/images/c/c2/Scrying_Orb_item.png/revision/latest/scale-to-width-down/32?cb=20170409215629 Farsight Orb 5 Charges. Charges renewed every 120 seconds. Reveals a small location (500 units) within 3000 unit range for 3 seconds.

Rationale: For those Marksmen who want to chase, as well as anyone else who wants to spy from a remote location or check brush without facechecking. Notice that it doesn't place a ward-like object anymore. This is intentional as all of the trinkets are designed to be on-the-fly quick-access vision tools.

http://vignette4.wikia.nocookie.net/leagueoflegends/images/4/44/Dark_Passage.png/revision/latest/scale-to-width-down/20?cb=20130929123336 Spectral Lantern 4 Charges. Charges renewed every 150 seconds. Extends your champion's field of sight by 1000 units in a 60 degree cone in front of them for 10 seconds (enemies can see the extended FoS). Sight penetrates into brush.

Rationale: For those tanky, bruisery types who just want to advance on the enemy. It also allows them to venture face-first into the jungle with more safety, as enemies who would normally be beyond his / her sight planning an ambush can now be glimpsed thanks to the extreme range enhance sight.

https://vignette4.wikia.nocookie.net/leagueoflegends/images/e/e2/Warding_Totem_item.png/revision/latest/scale-to-width-down/32?cb=20170409215530 Sundrop Totem 3 Charges. Charges renewed every 180 seconds. Places an invisible AoE (can be seen if enemies come within its FoS) at the target location (up to 500 units away) that illuminates a small area (approx. 750 units diameter).

Rationale: Pretty much the exact same yellow trinket as we've had since Season 4. The only caveat is that it no longer places a ward and that enemies who come into the illuminated area will know they've been spotted (since the area is lit up.) Oh, and it has more charges now.

https://vignette4.wikia.nocookie.net/leagueoflegends/images/a/a5/Sweeping_Lens_item.png/revision/latest/scale-to-width-down/32?cb=20170409215623 Sweeping Lens 2 Charges. Charges renewed every 90 seconds. Summons a drone at the target location (within 1000 range) for 5 seconds that warns of invisible traps, wards, and enemies, and reveals wards.

Rationale: Red Trinket was really, really good. Revealing AND disabling traps and wards is quite the deal. I've toned this down into a much more scout-y defensive type item. Despite similarities in purpose with the Farsight Orb (they both let you scout brush at range), the Sweeping Lens is still an excellent anti-invisibility tool.

http://vignette4.wikia.nocookie.net/leagueoflegends/images/c/c2/Void_Stone.png/revision/latest/scale-to-width-down/20?cb=20150224232056 Blanket Trap 1 Charge. Charge renews every 60 seconds. Places an invisible trap at the target location for 30 seconds that will be triggered by any enemy stepping within its range, revealing the surround area (approximately 700 units) by True Sight (for 5 seconds) and permanently disabling any enemy wards caught in the 'explosion'.

Rationale: Another anti-invisibility tool, this one doesn't grant sight or vision immediately. Being a trap, it's ideal placement would be between your warded areas where vision is more scarce. Also, while it can be detected by the Sweeping Lens, it cannot be cleared except by tripping it somehow. Champions with pets or summons or illusions are your best bet. It has a short delay before 'going off' similar to Jhin's traps, and is a callback to the now defunct Control Ward.



##WHY THESE CHANGES?

As I mentioned earlier and in practically every post talking about vision and warding: we need wards that are fallible, that have some blind-spot or exploitable weakness that players can use to their advantage. It makes ganking and warding much more exciting for both teams, since it becomes a battle of wits as you study and observer your opponent's defenses. Wards that aren't so incredibly reliable at catching the enemy are more like a form of insurance rather than a mandatory tax, which is exactly why they can afford to be FREE. They can also afford to be much more specific and powerful in their effects because the vision game isn't dominated by the singular circle AoE of vision from an invisible source. (Remember when Vision Wards were invisible? It took Riot a while to learn their lesson, but they eventually did.)

This comes down to League being the closest thing to MOBA / RTS stealth game in the world. And League can look at the history of stealth games and learn from them if only Riot would realize that. In stealth games things like aural and visual cues are incredibly important for conveying useful information to the player. Each level or mission is like a puzzle, and all of the guards and cameras are pieces of that puzzle. When the player has access to that information they can plan properly and execute on those plans.

And this isn't anything new either. This coincides with Riot's stated philosophy about clarity and counterplay. Things like telegraphing what is happening is crucial to good game design and fun gameplay. If only Riot would extend their philosophy to the vision game and ward wars.

https://youtu.be/SNcZCFbhLkQ

15 Comments

World Ender2 votes

This is a very interesting way to go about vision and certainly fosters quite a bit of discussion. While I don't necessarily agree with a full rework of the vision system, I do quite like the idea that a ward occupies your trinket slot until placed. That gives a lot of strategy as to when to buy wards and what exactly you want to do with them.

Having several different types of wards are also interesting, but I don't think that it's a very sustainable approach. Eventually it will fall into a meta where X type of champion always buys Y ward or Z ward is the best generalist so everyone always buys it. The trinkets that we have now do a fair job of filling their individual roles well, but I could potentially see maybe one or two of these wards come in at some point, but definitely not all of them.

Also the fact that most of these wards are not very good as standalone vision could be problematic. Having to coordinate a team where the support has one trinket and ward, the jungler has another, the top laner another, etc is great in a competitive environment but doesn't necessarily work in regular play.

Overall though like I said discussing vision is something that should always be thought about, and when you think about it vision has had more changes than most systemic things in League. How much vision is too much? Too little? Too situational? All of these questions are good ways to gauge the success of vision as a whole and pushes changes in the right direction, even if they're not always perfect.

DrugsForRobots1 votes

I've gotten that criticism before that it would devolve into a solved state. Maybe. I'm not convinced. I think there's a ton of possibility for creativity and adaptability on behalf of the players but who knows?

Coordinating wards as a team might be a concern, but I would hope it would come naturally to people, especially the bot lane duo. I also think it creates a sort of vision puzzle or maze that the enemy jungler has to work to solve in order to successfully gank. He or she needs to adjust his or her play and be careful not to be seen (making him or her stealthy in the true sense of the word.)

I think Riot could encourage the stealth mindset and playstyle if players were given the information they needed in order to be stealthy. This ultimately means having wards with innate counterplay. It should also encourage map awareness, since each ward has a specific and powerful function (that are hopefully exciting since they're unique), things like blind-spots in your vision coverage are much more apparent.

Gravy Traín1 votes

I like most parts of it.

DrugsForRobots1 votes

Anything in particular stand out to you? What do you see problems with? Can you think of some cool vision effects different from these? (I've been looking at these for so long I feel like it's blinded me to other possibilities, hilariously.)

Danjeng1 votes

Melee champions are already at a disadvantage. Why make Beacon only targetable by ranged? Makes no sense.

Danjeng1 votes

Also Regeneration is not well utilized for a ward with 3 hp. Think it through.

DrugsForRobots1 votes

Rapidly regenerates HP.

Something like after 1 seconds, regenerates 1 HP per 1 second? Might take 4-5 attacks to kill, the same as old Vision Ward and the Control Ward, maybe more depending on the champion attacking.

I have thought these through.

DrugsForRobots1 votes

To emphasize the idea of verticality and give it some form of innate defense. Think about the word Beacon. It communicates the ward's function.

How is being untargetable except by ranged champions that much different from being invisible? Melee champions already can't interact with most wards (even when they know there is a ward there) unless they bring a specific counter-item (which the leaves them unable to ward.)

Danjeng1 votes

I still don't understand what you mean by Melee champions already can't interact with most wards. They get a sweeper, they walk to the ward, they attack the ward, ward is gone.

Why give an innate advantage specifically geared towards ranged? That leaves even less room for interaction, as half of the champion pool simply can't clear that ward now, because of the champion they chose.

I think you have it mixed up. Wouldn't it make MORE sense if Beacon is only allowed to be attacked by enemies in close proximity? Hence the name Beacon. They would actually have to GO to the Beacon to destroy it. Why would you name it Beacon if it does the exact opposite, discouraging enemies to go near it?

Also it's going to be hell playing with your suggested trinkets/wards, with all the built in pings and being able to see what wards see (example: the enemies can see enemy sentry's field of vision. I know game design, and this would just make it unbelievably cluttered.

While your ideas are interesting, they aren't practical at all. That's my criticism. Though I did enjoy reading this, as I do with most Concepts & Creations. Not out to beat down your ideas.

DrugsForRobots1 votes

I don't think I've ever seen anyone get a Sweeper before laning phase is over outside of pro-play. There is no champion in the pool IIRC that can interact with an invisible ward if they don't have a Sweeper.

I don't think it's an advantage for ranged / disadvantage for melee champs like you make it out to be. I think you're thinking about it the wrong way.

If you can see the ward (the Beacon) you can know what area it covers. If you know what area it covers, you know to stay out of that area. Sure, the enemy melee champ can't clear it and you can't clear theirs if your melee, but why do they or you need to clear it when it can be avoided entirely?

Beacon (ˈbēkən) noun.

  • A fire or light set up in a high or prominent position as a warning, signal, or celebration.
  • A signal fire, especially one used to warn of an enemy's approach.
  • A guiding or warning signal, as a light or fire, especially one in an elevated position.

When your champion places the Beacon on terrain, they're the one who lit it, so to speak. They stood beside the terrain and set it up. By lighting the area, allies know that it is a safe place. A beacon is something that brings allies.

Only the Snitch has a built in audio / visual ping (since that is its special) and as far as seeing the Sentry's cone of sight, I can't recall ever hearing someone say that Kalista's Sentinels create to much visual clutter.

Nor, for that matter, have I witnessed anyone bemoaning the massive selection of jungler items available to us.

item 1416 item 1418 item 1419 item 1401 item 1409 item 1413 item 1402 item 1410 item 1414 item 1400 item 1408 item 1412

I appreciate the criticisms though. I took it for granted that their function and use would be self-explanatory.

TyrekGoldenspear1 votes

Can we have wards like these?

I want awesome options for warding.

DrugsForRobots1 votes

These were just to give people an idea of what's possible. Having wards that have innate counterplay should be at the top of Riot's to-do list. The fate of the champions with invisibility and supports and junglers is entwined with the vision game.

Epicanian1 votes

indestructible wards would be ridiculously op. Put one of those bad boys at baron pit? no more taking baron unless one team is aced

DrugsForRobots1 votes

It can be disabled temporarily if you attack it. Also, dropping a Blanket Trap on top of it disables it permanently.

TeCoolMage1 votes

Just rework the 3 HP system to something like dominion/ascension where you right click and channel (possibly even while moving)

It gives unnecessary out of combat advantages to ranged champions and champions that build attack speed.

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