Sightstone Enchantments

Pimpslapper·8/9/2016, 2:41:52 PM·1 votes·561 views

So on average, a summoners rift game lasts between 30 - 45 minutes, right? Some games exceed that, and most people end up with full builds.

During the early and mid game, when players have spare inventory space, they can purchase pink wards. When they have full build, they can't really sell a fully build item just to pick up a pink, right?

So, imagine you have a fully built support on your team, with sightstone (because what kind of support doesn't get this item - vision is important). Sure, sweeper will allow you to detect teemo 'shrooms and see where a rengar is when he is rushing up to you (not that you can auto attack/target him, only skillshots would do anything)

My point is, that in the late game, you pretty much cannot get a pink ward. A way to solve this? I wouldn't be making this post if I didn't have a clue as to how pink wards can be put onto the active parts of sightstone.

Before you think "It'll be plain broken because you could just go back to fountain", I have included a work around for this. Before you think "They could get the upgrade early for unlimited pinks" you forget that they would be putting more money into vision instead of their kits power. But to stop people from falling into that trap too, I've included a work around for that as well. Another thing you may be thinking is "You can't have more than one active on an item" you are absolutely right! As aforementioned with the other 2 things some of you might ask, there is a work around.

Sightstone Enchantment - Upgrade cost would be around 400g-600g (approximately the cost of 6-8 pink wards) (In-game) Level requirement: 16+ (similar to how the trinket upgrades are unlocked at level 9)

By placing a stealth ward (from the sightstone item, not the trinket) directly on top of another allied stealth ward (sourced from either trinket or sightstone/trackers knife), both wards are consumed to make a pink ward in their place. This can only occur once every 75 seconds.

The cooldown would stop abuse of going back to the fountain, the level requirement makes it a late game only purchase and not a trap early buy, and the fact that this part of the item works based on already placed wards means it is kind of like a passive with a cooldown, reliant on an active function (kind of like how you proc duskblade - you auto attack to activate it).

Tell me what you think of this concept, and if riot should/shouldn't implement this and why. Ciao!

7 Comments

Eswatini8/9/2016, 2:47:55 PM1 votes

Although I can foresee a few issues, the idea itself is brilliant, I believe that a little more thinking/work on the formalities and this is something that needs to be implemented ASAP. Great idea.

BlueBilberry8/9/2016, 3:24:58 PM1 votes

{quoted}

So, _imagine you have a fully built support on your team...

Automatically, I can tell that we are already entering a fantasy world as soon as I saw those words. [slayer-jinx-wink]

BlueBilberry8/9/2016, 3:39:10 PM1 votes

On a more serious note, I can think of at least two or three points that could be used to argue against it.

First, the pink/vision wards are designed to be more permanent - would people be necessarily buying such wards when either base is about to topple? Is it even necessary? Moreover, given the way the game is currently designed, one would hope that in the late game then you need emphasize small factors that could lead the game going in favour of either side.

Second, the game mechanics would a limiting factor - considering what we see of the game engine, I would suggest that this could be a layer of code that could trigger quite a few bugs (the detection of the proximity of other wards, etc.).

Third, considering the patches and nerfs that we have seen over the past month, there is little to no interest at the moment to stop supports from being the lame-ducks that they are. Riot seems to like the idea of one player suffering so that the rest of the team can feed their egos.