I honestly wish they'd just remove wards all together and just us permanent vision of the river in Rift. You are practically required to Ward that thing every game so it is just busy work. Just give us vision by of it default and save us all the trouble.
To counter Invis we could just instead buy temporary duration buff potions. Vision Wards aren't really fair or logical here because the stealther has no idea where they are and when you can and can't see him. They should just be removed all together.
Hopefully if the ******** stealth remake gets here things will at least be better.
To counter Invis we could just instead buy temporary duration buff potions. Vision Wards aren't really fair or logical here because the stealther has no idea where they are and when you can and can't see him. They should just be removed all together.
Hopefully if the ******** stealth remake gets here things will at least be better.
Drain wrote:
I honestly wish they'd just remove wards all together and just us permanent vision of the river in Rift. You are practically required to Ward that thing every game so it is just busy work. Just give us vision by of it default and save us all the trouble.
This would present massive problems, though. To start with, it would ruin the jungler's ability to gank at least one lane. Blue side, for instance, would pretty much lose its ability to gank top lane, because their jungle entrance top is almost as far down as Baron. It would also make it exceedingly obvious when either team goes for Baron or dragon, since those objectives are always visible to both teams, which would force both teams to be more cautious when attempting to take them. As with Nick's suggestions, this would lead to a much more passive game.
Drain wrote:
To counter Invis we could just instead buy temporary duration buff potions. Vision Wards aren't really fair or logical here because the stealther has no idea where they are and when you can and can't see him. They should just be removed all together.
No no no, this just isn't true at all. A stealth champion should always know where the Vision Wards are on the map, because his teammates should be paying attention to where the enemies put them. Then the stealth champ either goes around those areas, or his teammates counter-ward (or Oracle's) and destroy them.
OTGBionicArm wrote: Armored wimminz = badass.
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NicknameMy wrote:
So, the support has to go back to base more often to ward? That is just perfect, because this would allow new bot lane combinations.
No, it simply debuffs all bottom lane compositions (and other lanes, too), because all bottom lane compositions (and other lanes, too) need wards in order to avoid being ganked to death. It doesn't make new combinations viable, it makes lanes weaker. And not just bottom lane, all lanes. As I've already explained, this would lead to more passive play during the laning phase of the game, and most likely during the rest of the game as well.
NicknameMy wrote:
And would reduce the power of the 0 cs supports.
Okay, I don't even see why this is desirable. Support is already the single weakest role, in terms of game impact, so I don't see why one would want to indirectly (or otherwise) nerf it. Besides, none of the above changes would change the fact that supports shouldn't get CS, because them not getting CS actually has almost nothing to do with them and everything to do with the fact that fed AD carries win games. The support splitting farm with the AD carry simply does not compare to the AD carry getting all the farm.
OTGBionicArm wrote: Armored wimminz = badass.
My posts may be long. If this bothers you, don't read them.
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Then just remove the gold/time items...
Or make their effect unique for all 4 items combined, means if you get 2 different, say
Heart of Gold and philosopher's stone, you still only get 5/10.
Or make their effect unique for all 4 items combined, means if you get 2 different, say


NicknameMy wrote:
Then just remove the gold/time items...
Or make their effect unique for all 4 items combined, means if you get 2 different, say

What. Are. You. Thinking.
I just said that nerfing the support role, as a whole, doesn't make much sense, and you haven't disagreed. This would cut massively into the gold incomes of supports, who do not farm and cannot get kills on their own; supports already have the least gold on a team, this sort of change would only further impoverish them. I don't see what this would accomplish except to neuter the weakest role on a team. If that's what you're after, fine, but I as someone who plays a lot of support, I believe it's the wrong direction to be moving in and I can't understand why you would even want to the support role.
Nick, the major issue here is that I don't see what problem you're trying to solve. Before you can get anyone behind you no reworking a part of the game, you need to tell them why it needs to be reworked. You haven't given a good reason why wards are broken (and please don't bring up the ward-clearing bit, that's actually about Oracle's), and it's not obvious that wards are broken; I take this as evidence that they are not broken. So, unless you can provide a reason why we need to change things, it's better to leave them alone.
OTGBionicArm wrote: Armored wimminz = badass.
My posts may be long. If this bothers you, don't read them.
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That's a bad idea. There is NO reason to nerf wards.
Agreed