Damnit Morello is revealing all of my secrets again...

  • #1
    *sharpens his claws a bit*

    For those of you who missed it, I want to draw attention to this post.

    Quote:
    Originally Posted by Morello View Post
    Now, let's put this thread on a good note; let me tell you two must-haves for Season 4 to ship successfully in my mind;

    We're going to significantly improve, and ultimately fix, jungle and support gold flow. I feel this is one of the most painful areas of League, and one that can be fixed. A lot of the satisfaction in League is growing in power over time, getting items, and transitioning from early to late game with items. It's definitely a problem that 2/5 of players don't get to do this.

    Season 4 changes will address this problem, and very likely throw balance into a tailspin for preseason. Eggs, omelettes, etc. We'll work hard to get that fleshed out and tuned before S4 starts properly.

    Wards and the map vision system need to be overhauled. This is part-and-parcel with the above as Support gold largely suffers due to ward gold burden, but there are a multitude of other problems like snowballing, few real interesting ward decision-making opportunities, and few people involved with the vision game. Details have to wait, but the new system will address these issues.
    These two systems have been the major project that Xypherous and I have been working on for the last 3-4 months. This has been a huge effort, in terms of collecting data, experimenting and generally playing mad scientist while attempting to preserve the core of what makes Summoner's Rift fun.

    There's four huge topics here:
    • Jungle gold income
    • Support gold income
    • Support expenditures on warding
    • The effects of using wards to gain vision

Trying to hit all 4 cohesively in one point is madness, however, they are all HIGHLY interconnected. So while this thread is about the overlap between all four, expect to see breakout threads from myself or other designers discussing each topic individually to gather focused feedback.

For this post, I want to talk about the relationship between support income, warding and the problems these two systems are causing with each other:

What are the issues?

Supports
  • Supports are expected to not last hit, thus gaining no income
  • Supports are expected to shoulder most of the gold burden for purchasing wards
  • Supports are expected to roam the map and ward
  • Supports are expected to buy expensive activated items
  • Supports are expected to be effective without gold revenue
  • Supports are often tied to the Marksman carry
  • Supports never get to achieve an endgame fantasy due to losing all of their income to vision expenditures

Vision
  • Wards are necessary to protect the sanctity of laneing from persistent Jungler aggression
  • Wards are necessary to observe important locations and objective
  • Wards cost gold, from the character least equipped to afford them
  • Wards are the only option for revealing a specific area to move forward safely
  • Wards used in the previously mentioned way linger for a long time (3 minutes!!)
  • Wards are so important, players feel entitled to having the map warded without contributing

Wow! This is a lot!!

No kidding. This is not a small set of problems. So to kick off this discussion, help me out:
  • What do you think are the problems with support income?
  • How much gold do you think supports need over the course of a 50 minute game (hint: I know the answer, but tell me what you think...)
  • If we were to give more gold to supports, in what kind of situations would you expect to be getting more gold?
  • How do we get other players to recognize the power of wards and the vision they provide?
  • Are all wards too powerful? Are just pink wards too powerful?
  • Should the lowest income character shoulder the highest consumable expenditures in the game?
  • Are the expectations on a support player too high?

X-Posted on EUW.