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An Introduction to our vision changes in preseason

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Xypherous

Systems Designer

10-24-2013

<div class="legacy-vbulletin"> <div class="article-body"><p><strong>*NOTE: These posts have been updated to reflect our current preseason changes for patch 3.14* </strong></p><p>Hey all,</p><p>Xypherous here with a rundown on our approach to vision in preseason:</p><p>In terms of our overarching goal: we want to add more gameplay with vision and how vision control works for everyone in this new season. We think the best way to do that is by diversifying responsibility. Looking at Season 3, standard competitive support play involved buying minimal items in order to spend the majority of a player's income on wards and vision control. More gold = more wards. If a team's support was unable to fulfill that role, or fell behind their opponent, the entire team suffered.</p><p>With a new season comes a new approach to vision: vision will be a team focus rather than an individual one. Here we're introducing a number of changes to wards and the vision system that give all members of a team the responsibility and opportunity to participate:</p><ul><li><strong>Ward functionality has been changed</strong>. Vision wards (pink wards) are no longer invisible. This makes their placement and protection more strategic in game</li><li><strong>Each player has a personal ward limit</strong>. If you place more wards on the map than allowed by this limit, your older wards will be removed (like the current Sightstone mechanics)</li><li><strong>All players gain trinkets</strong>. These are new items that do one of three things on an appropriate cooldown: place a ward for free, detect existing wards, or scan a distant point</li></ul><p>Let's get down to some specifics:</p><hr class="divider" /><h4><strong>Ward Functionality Changes</strong></h4><ul><li>Sight Wards (green wards) have been tentatively renamed to 'Stealth Wards'</li><li>Vision Wards (pink wards) are now permanent unless destroyed, visible to the enemy team and have 5 hit points</li><li>Vision Wards now cost less gold</li></ul><p>In the current live environment, pink wards are clearly better than green wards in every respect other than cost. This frequently leads to games in which the only end-game approach to warding was spamming as many Vision Wards as a player could afford - in turn forcing opponents to pick up pink wards to counter enemy pinks. What should be an interesting strategic decision became a flat arms race.</p><p>With the new setup, the choices become more nuanced: Vision Wards still detect and reveal enemy wards, but, because they're always visible, must now be actively defended.&nbsp;Vision Wards will no longer both deny <em>and </em>grant vision unless your team has control of that area.</p><hr class="divider" /><h4><strong>Player Ward Limits</strong></h4><ul><li>Each player can now only place up to three Stealth Wards on the map. Placing extra Stealth Wards removes the oldest Stealth Ward. This includes wards from sources such as Sightstone, Wriggle's Lantern and trinkets</li><li>Each players can now only place one Vision Ward on the map at a time</li></ul><p>We've decided to introduce ward limits as a way to cap the maximum amount of individual team member can contribute to the overall vision game.&nbsp;We're going to watch this one closely as limiting the number of wards per player can have dramatic consequences on overall map vision, especially during the end-game. Three and one felt like the right numbers, but we're open to feedback.</p><hr class="divider" /><h4><strong>Trinkets</strong></h4><p>Trinkets are a completely new item type in the upcoming season. Here's how they work:</p><ul><li>A new Trinket Slot has been added to your inventory</li><li>The Trinket Slot can only hold trinkets and you can only have one trinket at any time</li><li>Trinkets are <strong>free </strong>and can be swapped out at the shop at any time</li><li>Trinkets upgrade at Level 9, gaining either increased power or a lower cooldown</li></ul><p>Trinkets are free and have their own dedicated slot, so all team members can contribute to vision control without sacrificing other areas of development.</p><p><em>The Three Trinkets</em></p><p><strong>Sweeper:</strong> Reveals and disables nearby invisible units (wards and invisible traps, not champions) for a short time. Currently, this does not reveal invisible champions</p><ul><li>The Sweeper Trinket is useful for denying enemy vision by revealing their nearby wards</li></ul><p><strong>Totem:</strong> Places a Stealth Ward that lasts for 1 or 2 minutes depending on level</p><ul><li>The Totem Trinket acts like the current Wriggle's Lantern active. Stealth Wards grant full vision of a location for a brief time</li></ul><p><strong>Lens:</strong> Reveals a nearby area of the map for a brief time</p><ul><li>The Lens Trinket operates like a mini Clairvoyance, revealing areas in the fog of war so teams can scout brush and other areas of the map from a position of relative safety</li></ul><p>We'd like to give players more unique options for interacting with vision. Each trinket replicates one of the essential basic vision mechanics and has an appropriate cooldown. We expect that teams will want a mix of vision options available to them in order to counter their opponents' potential vision choices.</p><p>We're excited about the trinket system because it allows us to introduce a new way for everyone to participate in the vision game in ways that still offer specialization and customization.&nbsp;We're launching with a set of three trinkets because we wanted the simplest and clearest system possible, but we're open to expanding the system beyond the original three if it seems worthwhile.</p><hr class="divider" /><h4><strong>Summary</strong></h4><p>The short rundown is that one of our main goals for this season is to make vision both more dynamic and less taxing on single players. Our hope is that these options make participating in the vision system more strategically varied for entire teams.</p><p>We'll also be posting this on <a href="http://www.reddit.com/r/leagueoflegends/comments/1p4u6i/sight_beyond_sight_an_introduction_to_preseason_4/"><strong>reddit</strong></a> where we may pass through to clarify some questions. At the start of next week we'll be doing a global recap to follow up with the most up-to-date information from questions around the world!</p><p>-Xypherous</p> <style type="text/css"> .article-body .region-na, .article-body .region-br, .article-body .region-eune, .article-body .region-euw, .article-body .region-tr { display:none; } </style> </div> </div>


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Xelnath

Recruiter

10-24-2013

(EDIT) Answers to Frequently Asked Questions

1. I am concerned with Sweeping Lens revealing stealthed champions like Akali, what will you do about this?

The lens trinket does not currently detect invisible champions, only invisible wards and devices.

What it will reveal: Teemo mushshrooms, Jack in the Boxes
What it will not reveal / disable: Akali, Visible traps like Caitlyn Traps

2. Will you be able to swap trinkets?


Currently, the plan is to allow you to swap trinkets but swapping or selling a trinket will place your trinket slot on a significant cooldown like two or three minutes.

This is a correction from the earlier statement that you will not be able to swap trinkets

3. What is the purpose of Oracle's in this new system?

Tentatively, we are testing an iteration of the game where Oracle Elixir does not exist - but there will be an upgrade to the lens relic that grants you true sight for a short duration.

This is tentative and still in testing so we'll be polishing this detail as we go.

4. If you give people a free ward, they still won't ward - What will we do about this?


This is more of a new player experience / explaining mechanics concern. I agree that we'll probably have to rethink about our game introduction plans.

5. What will this do about early invasion plans?

Based on pro player feedback, we think that an initial cooldown on trinkets would probably be required if we want to preserve the level 1 fights in their entirety.

6. Ward Limits - Why are supports being punished for being proficient at warding?


We've deemed that the meta strategy of forcing a single player to take full responsibility for vision is not worth the cost to the game anymore.

We understand that this has deleterious effects on the full lights vision play - but the cost to the game of further supporting this style is harmful to the power level and design of support players and team coordination overall - thus we've decided to bite the bullet on this one.

6a. How does Sightstone operate in conjunction with ward limits?

Wards placed by Sightstone currently counts toward your ward cap.

There's some scattered player / professional feedback in interest in being able to expand or extend your ward limit but for the clarity of the initial system - it'll probably be something we examine if it's a possibility in the future rather than looking at it currently.

7. Clairvoyance on an item seems incredibly overpowered - what is to prevent people from continuously scrying from base?

A clarification to the post - the Scrying Orb does not have global range and is somewhat range limited until late game.

End Edit

Xypherous is pretty busy continuing to polish this system, so I'll be keeping an eye on this thread and discussing where possible.

Let's get this started!

Also, feel free to participate with us over on reddit!


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Moons

Senior Member

10-24-2013

Those changes are hella risky


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Sediti0n

Senior Member

10-24-2013

Yeah. I heard Doublelift talking about the vision change, and that it was an overall improvement. I really like this compromise that you guys have come up with, I still think you should be able to buy wards though for even more vision; a stance that im glad you guys kept implemented.


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Frostnight

Senior Member

10-24-2013

Can't wait till pre-season starts. Rito, pls hurry!

Could you imagine people -still- not warding after this change?

Riot, prepare to make yourself a Tinfoil tier.


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Teemo Synchron

Member

10-24-2013

Can I still be a ward?


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Xelnath

Recruiter

10-24-2013

Quote:
NoirTheBlack:
Those changes are hella risky


Life without risk just ain't worth livin'.


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Víktor

Senior Member

10-24-2013

Cool


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unLimitedEnds

Junior Member

10-24-2013

Nice! These changes look cooooool. *-*


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Ryster

Recruiter

10-24-2013

Keep up the good work guys ^^