**Edit: Okay guys. I'm going to have to stop posting for a while and take care of minor inconveniences like eating or sleeping. Terrible excuses, I know - but apologies. I'll pop by again sometime tomorrow but for tonight, I'm out. Thanks all.**
We’ve generally been happy with some of the new vision mechanics in the game with the advent of Season 5. However, as the vision system has grown organically over time, the map has become increasingly brighter and brighter since Season 4.
Additionally, the amount of unused trinkets and profusion of various vision types made it hard to consider expansions onto an already bloated system so this Season will mostly focus around concentrating the vision game to fewer discrete points.
First off, we’ve removed Green Wards. This is a pretty big sledgehammer to vision overall and the map is significantly darker because of it. We heard a lot of feedback on this and I wanted to give more context:
When vision is in a “consumable” state, it does a few things to the game that we want to change. First, because map knowledge is so powerful, the ideal state of vision for two teams is basically “as much as you can.” That means that teams will be perpetually funneling their excess gold (or in the case of supports and some junglers, their core gold income) into as much vision upkeep as possible. The compelling decision of *when* to ward and *where* to ward gets flattened.
For supports, engaging so heavily with the vision system means they’ll often need to give up late-game purchases and slot efficiency to ensure the map is well lit. For others, it becomes a gold dump to push an advantage. By taking all ‘safe’ vision (invisible wards) out of the gold stream and placing them on meaningfully gated cooldowns, teams will have to think a lot more about where they want to set up on the map, rather than it being a given luxury for who can do it.
In addition to the removal of Green Wards, we’re also doing the following changes:
Pink Wards will still remain buyable and represent an investment into permanent vision control over an area. They’re also slightly cheaper and fall into Sight Ward’s original cost range.
The Trinket System has been streamlined down to 2 basic options, plus 2 “alterations” that become available at Level 9. Trinkets also now continuously improve with level rather than at discrete levels in the game.
**Warding Totem** will now behave like the upgraded **Warding Totem** on live which slowly charges up to store additional wards. The duration and charges have been tweaked to increase continuously with character level.
We like the flexibility and general gameplay of the upgraded trinket as it allows you to maintain vision over a small area for a long time or tactically cover a wide area by yourself if you’ve built up charges over time - giving it a much wider range of potential uses.
**Sweeping Lens** has taken a hit in power now that there aren’t potentially green wards everywhere.
To compensate, red gains the ability to warn against things that you can’t see in the area letting you know the shape or silhouette of things in fog of war without revealing them directly. This includes things like jungler monsters (check if that camp is up!) and Pink Wards, in addition to providing the silhouette of stealthed threats like champions in brush, fog of war or stealth.
Sweeping Lens’ core functionality becomes alerting you as to whether or not anything in the swept area can detect you and allowing you to disable them.
Instead of upgrades, which are strictly better than the original trinket that you have, we’ve instead chosen to move in the direction of side-grading and altering existing functionality of trinkets.
These swap the functionality of your existing trinket by improving the power of some aspects and decreasing the power in other aspects.
Yellow Trinket’s alteration - the **Farsight Totem** is unlocked at level 9 and functions similarly to the Farsight Orb on live with some improvements. You gain vastly increased range and a shorter cooldown… at the expense of having visible wards and losing the ability to build charges.
In a departure from live, these “blue” wards now last forever and don’t count towards your ward count. Since these wards are easily destructible by opponents, we don’t foresee this as contributing significantly to the overall vision of the map unless a team decides to use multiple blue trinkets in parallel to light up disparate regions of the map over time.
So you can light up the map as long as you do it as part of an ongoing campaign to hold territory for extended periods of time.
The Sweeping Lens’ alteration - the **Oracle Lens** (also unlocked at 9) - is more tame in comparison and very similar to the Oracle upgrade on live. In lieu of gaining true sight, the red trinket simply has a much wider sweep range and follows you around for 10 seconds.
However, combined with the fact that red trinket can warn you against enemy units that you can’t see - this means it will also provide a proximity check so you don’t walk headlong into an enemy ward or brush.
Vision remains an important key strategic strength in League of Legends. The current vision system has a ton of small moving parts, as well as a few mechanics that just make the system kind of obtuse to interact with.
We want to streamline the existing vision items to a smaller core set of vision items while also allowing that core to branch out in interesting directions and overlapping functions. Overall, the power in vision should be more condensed in the options that remain.
We’re taking advantage of the overall reduction in small vision buys to offer more interesting total item build options in the form of the Sightstone upgrades or the Jungle enchantments. Our goal was not to make the overall vision experience more complicated, but allow vision options to form the basis for more interesting total builds. From the support who forgoes his actives in favor of a powerful AP build, to the support who doubles down on active items, to the Jungler who forgoes combat in favor of map wide vision and utility.