Views: 1156 Sight Wards Should Be Limited or Removed
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Sight Wards take away from the game. Players shouldn't be able to light up an entire map with vision. I see in a lot of championship games that they load up the entire map at start by purchasing a bunch of Sight Wards. Now that both sides can see it removes the random fog of war factor from the game and then becomes more like a boring micro managed chess match where everyone gets to consider their next move.
This kind of turns it into a free style turn based RPG at this point.
The game becomes more random and intuitive without vision. Realizing that you've just destroyed the first turret in your lane and now if you continue to push you lack vision from a side ambush adds that random thrill to the environment.
Other RTS games include the ability to see the opponent but they are only temporary and limited at best. In Starcraft there are command centers that can do sweeps, Warcraft 2 had Eye of Kilrog, and the list goes on from game to game. These vision scans are limited and based on intuition as to where you think some activity might be going on.
It would be nice to see an item that can be purchased (one per team) that can do such a scan or sweep of an area every 3 minutes revealing the area for just a few seconds. Kind of like a
Hawkshot. I'm all for items like
Wriggle's Lantern that have 1 charge vision limits, but Vision needs to be limited to keep the game full paced, exciting, and fun.
Some suggestions would be to make it one active ward per character so each character has to buy and place a ward or just removing the wards out right and putting them on items with limits like
Wriggle's Lantern. Sight Wards could also have a 3 minute cooldown to use.
No one should win a match because they lit up the entire map. This forces the other team to light up the map as well. Once it becomes mandatory for every match then it becomes an unnecessary component of the game and should be revamped. But if each team has to strategical place a limited amount of vision, then it integrates into the game again to keep it challenging and exciting.
Keeping Sight Wards in ranked play in the same way they are now is kind of equivalent to just removing the ability to purchase items and making champions fight each other without them.
Removing builds would remove a unique component to the game. Removing Sight Wards would add back a unique component to the game.
This kind of turns it into a free style turn based RPG at this point.
The game becomes more random and intuitive without vision. Realizing that you've just destroyed the first turret in your lane and now if you continue to push you lack vision from a side ambush adds that random thrill to the environment.
Other RTS games include the ability to see the opponent but they are only temporary and limited at best. In Starcraft there are command centers that can do sweeps, Warcraft 2 had Eye of Kilrog, and the list goes on from game to game. These vision scans are limited and based on intuition as to where you think some activity might be going on.
It would be nice to see an item that can be purchased (one per team) that can do such a scan or sweep of an area every 3 minutes revealing the area for just a few seconds. Kind of like a


Some suggestions would be to make it one active ward per character so each character has to buy and place a ward or just removing the wards out right and putting them on items with limits like

No one should win a match because they lit up the entire map. This forces the other team to light up the map as well. Once it becomes mandatory for every match then it becomes an unnecessary component of the game and should be revamped. But if each team has to strategical place a limited amount of vision, then it integrates into the game again to keep it challenging and exciting.
Keeping Sight Wards in ranked play in the same way they are now is kind of equivalent to just removing the ability to purchase items and making champions fight each other without them.
Removing builds would remove a unique component to the game. Removing Sight Wards would add back a unique component to the game.
No the point of RTS is for it to be in Real Time. The more time you have to calculate your move the more like turn based it becomes. I don't think that vision should be removed, it shouldn't be so freely given so that it is treasured. I like them on items and I like the idea of only 1 active per teammate.
When something becomes mandatory to play at a certain skill level, it's hardly adding to the game and it's hardly dynamic. With one ward per teammate the placement of them would be more vital.
Seeing someone with a ward and reacting to it IS real time.
Predicting enemy movement is turn based.
Plus with no wards you're going to see super passive landing, which is a lot less exciting than what we have now. Wards give you vision so you know when you can play aggressively, which makes for an exciting game.
And actually, as you go up the elo ladder, you see some people completely neglect wards because they know or can guess when the jungler will come for them, and where the jungler will gank at which time. I know if I see a jungle Warwick I'll start with a Dorans on a top laner and be aggressive as **** because there's about zero jungle presence until he's 6.
No the point of RTS is for it to be in Real Time. The more time you have to calculate your move the more like turn based it becomes. I don't think that vision should be removed, it shouldn't be so freely given so that it is treasured. I like them on items and I like the idea of only 1 active per teammate.
When something becomes mandatory to play at a certain skill level, it's hardly adding to the game and it's hardly dynamic. With one ward per teammate the placement of them would be more vital.
1) Wards ARE real time. They're not exactly giving you vision on what happened in that location 30s previously, right? It's not calculated if you're responding to information your wards give you.
2) Vision isn't freely given. It costs 75/125g to buy a ward, not even counting the fact that it might be destroyed by an Oracles or
3) Vision IS treasured. How many times has a Baron been taken because people don't ward it? Dragon? Blue buff? Red buff?
4) Hardly dynamic? Are you even playing the same game as us?
5) Ward placement is vital as it is.
No the point of RTS is for it to be in Real Time. The more time you have to calculate your move the more like turn based it becomes. I don't think that vision should be removed, it shouldn't be so freely given so that it is treasured. I like them on items and I like the idea of only 1 active per teammate.
When something becomes mandatory to play at a certain skill level, it's hardly adding to the game and it's hardly dynamic. With one ward per teammate the placement of them would be more vital.
Why don't you go play another game instead? Breaking the entiere meta cuz ure lazy to ward is stupid.
When something becomes mandatory to play at a certain skill level, it's hardly adding to the game and it's hardly dynamic. With one ward per teammate the placement of them would be more vital.
That is the power of sight wards... being able to make better decision when it is most important.
How about, leave the game as it is and have map awareness?
As Riot acknowledges, the balance of the game forms from multiple factors. Removing vision wards is taking away one of the biggest balance-creating factors that exists in the game. Yes, there could be some form of replacement, but why change something that works?
Twisted Treeline has no wards, and that's one of the factors that makes champions considered "weak" in Rift to be strong in 3v3.
The biggest point of reason is the massive workload required to compromise for the removal/change of warding system. Huge reworking would be needed to rebalance the game.
The thing about Sight Wards means you need to leave lane - and thus lose XP and potential gold - to place them. Without wards, it'd be too difficult to escape ganks due to the thin lanes. Therefore, yes, it's a strategic thing. Your placement of wards is also strategic; wards are expensive over the cost of a game, ask any support.
Honestly, if wards did not exist, the game would go MUCH slower. Experienced players would get less farm due to fear of ganks, resulting in longer and longer game times. If it got REALLY bad, jungling would revert back to who-can-clear-jungle-fastest instead of who-has-the-best-ganks.
On top of this, it prevents junglers from just using the same ol' river gank and forcing them to make much more dynamic plays like turret ganks or lane ganks.
Players also aren't able to 'light up the map'. This costs no small amount of money and players have to be selective about the way they ward. Even more so the case when things such as
How can you have map awareness when the map is constantly in the dark? You want random chance to a game that's trying to determine skill? No, thank you. There's enough blind chance in the game as it is. The number of times I (or someone else) gets away with ~20-30hp is ****ing ridiculous.