¿Do you agree with the S6 vision changes?
MrMad2000 wrote:
I was looking at recent stats of players in bronze compared to gold, and there was an average ward different of 70 wards placed in the game when the game time was the same, and when no one bought wards.

(double posted for easier visualization)
I get the hate on timers/vision changes, but it's just nostalgia at this point. Riot decided it's not the way the game should be played. They decided that checking buffs/approximating timers isn't a skill they care about, and that turning into a mobile ward dispenser with utility wasn't a gameplay pattern they wanted in the game. This doesn't "take away" from skill. It takes away from two particular gameplay patterns, but it opens up better play through focusing on what it lets you do.
Having a 4 ward limit actually adds skill by forcing you to light up critical parts of the map, and the free (but limited) trinket wards open up for more counterplay since your enemies know you have finite vision control.
The timers are a different thing though. It's just that "remembering to write down the time" is more of an annoyance than a "display of skill". Having the time in the tab menu lets you focus on playing around buffs when they're at 30 secs from spawning, actually opening up skill plays for free. Because before that you had a "skill barrier", where you weren't allowed to play strategically around timers if you didn't write down a couple of numbers.
I get the hate on timers/vision changes, but it's just nostalgia at this point. Riot decided it's not the way the game should be played. They decided that checking buffs/approximating timers isn't a skill they care about, and that turning into a mobile ward dispenser with utility wasn't a gameplay pattern they wanted in the game. This doesn't "take away" from skill. It takes away from two particular gameplay patterns, but it opens up better play through focusing on what it lets you do.
Having a 4 ward limit actually adds skill by forcing you to light up critical parts of the map, and the free (but limited) trinket wards open up for more counterplay since your enemies know you have finite vision control.
The timers are a different thing though. It's just that "remembering to write down the time" is more of an annoyance than a "display of skill". Having the time in the tab menu lets you focus on playing around buffs when they're at 30 secs from spawning, actually opening up skill plays for free. Because before that you had a "skill barrier", where you weren't allowed to play strategically around timers if you didn't write down a couple of numbers.

OTGBionicArm wrote:
I disagree. Most low level forget to ward simply because they dont wanna spend gold.
OTGBionicArm wrote:
Likely because rank 1 trinket sucks. Id say most lowbies understand why warding is important but often feel their attempts at it are fruitless.
Again you're assuming the worst out of most people. I stopped thinking like that entirely and have started encouraging and praising good play in ranked, and it has definitely caused me to notice that there is a lot more of it than you'd expect in low elo.
People make mistakes. A lot of them. But they aren't all uncaring, selfish *******s. Assuming them all (to mostly) be, is a pretty ****ty mindset to have going into a game anyway.
I say trust everyone until they give you a reason to not be trusted.
People make mistakes. A lot of them. But they aren't all uncaring, selfish *******s. Assuming them all (to mostly) be, is a pretty ****ty mindset to have going into a game anyway.
I say trust everyone until they give you a reason to not be trusted.
Is it just me that thinks that the changes made to the jungler position did nothing but put them even further behind in the game? I get the experience boost helps out a bit but the removal of the bonus gold from the items and even some of the items all together pretty much just forces them to have to show up in lane participation instead of farming for those that want to go sated. I get making the game more challenging but I'm not understanding the idea of the trade off of making items more expensive, taking away gold, & upping gained experience in the jungle role.
Atmospherus wrote:
Is it just me that thinks that the changes made to the jungler position did nothing but put them even further behind in the game? I get the experience boost helps out a bit but the removal of the bonus gold from the items and even some of the items all together pretty much just forces them to have to show up in lane participation instead of farming for those that want to go sated. I get making the game more challenging but I'm not understanding the idea of the trade off of making items more expensive, taking away gold, & upping gained experience in the jungle role.

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This. I admit that, as a low ELO player, I don't ward because it a hassle to me (I often buy the upgraded trinket at late game before, but not that much anymore :3).
This is true. I have some games that my ADC does not use his/her trinket AT ALL.