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[Patch 1.0.0.152: Preseason 3] General Discussion - Page 68

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mr_tolkien
Profile Blog Joined June 2010
France8631 Posts
December 06 2012 18:20 GMT
#1341
On December 07 2012 03:15 Erasme wrote:
When you have all the information, it's hard to die.

When you have all the information, it's easier to dive.
The legend of Darien lives on
sob3k
Profile Blog Joined August 2009
United States7572 Posts
December 06 2012 18:21 GMT
#1342
On December 07 2012 03:15 Erasme wrote:
When you have all the information, it's hard to die.


Its actually a very complex problem in these games.

Less ward vision = easier ganks, more aggressive jungle, more teamfighting BUT ALSO Scared passive/safe lane play, more clumpy lategame

More ward vison = impossible ganks, passive jungle, less teamfighting BUT ALSO balls out diving/aggressive laning, More splitting lategame

In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
thenexusp
Profile Joined May 2009
United States3721 Posts
December 06 2012 18:30 GMT
#1343
Sightstone may or may not be OP, but it's clear from previous experience that Riot will never get good data on anything unless it's absurdly OP on release. (See: Rengar, Irelia -- both champs were buffed after release because people thought they sucked)
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
Last Edited: 2012-12-06 18:33:55
December 06 2012 18:30 GMT
#1344
The best thing about this patch now is that Udyr becomes a lot better with the slow reduction, better tenacity items, and that Sej active aura item.

On December 07 2012 03:32 AsmodeusXI wrote:
And here I was worried that we'd have nothing to beat to death when HoG got removed. Let's never change. =)

Out of curiosity, are there items so far in S3 that people really like, but not because they find them game-breaking/OP? Personally (and I haven't played a ton yet), I like Shard, Twin Shadows, and Mikhael's.


Shard is pretty nice. The promote item (Banner of Command) is fun too
Administrator@TL_Zess
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AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
December 06 2012 18:32 GMT
#1345
And here I was worried that we'd have nothing to beat to death when HoG got removed. Let's never change. =)

Out of curiosity, are there items so far in S3 that people really like, but not because they find them game-breaking/OP? Personally (and I haven't played a ton yet), I like Shard, Twin Shadows, and Mikhael's.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
komokun
Profile Joined July 2011
France343 Posts
December 06 2012 18:32 GMT
#1346
As a side note regarding opportunity costs, I wouldn't ever rush sightstone when playing support/jungle as it would be like, "ok let's buy the next 10 wards I'll need for the next 10 minutes, if I survive with this full ward inventory I'll get to place free wards in exchange of my gamble" when you could get a substancial stat increase instead that will actually make you a lot more potent at the early stages of the game.

That is why I feel sightstone is at best a midgame item, so the oracle price/time limit make sense when you think how essential it is to push objectives at that stage of the game. All the changes made look like riot wants to give a more passive very early game and more active midgame. Overall I agree with people asking for patience, we are all used to s2 standards, even the smallest differences' effects are very hard to assess in a dynamic game, let's not make the mistake of rushing to conclusions based off of simplifications and approximations.
Alaric
Profile Joined November 2009
France45622 Posts
December 06 2012 18:32 GMT
#1347
Just finished a game, apart from the raging and stuff and the server latency still there (what's worse than a fed Xerath? A fed Xerath you're not permitted to juke T_T) I bought a sighstone and the other laner didn't. Resulted in the river and their lane bush warded at all times, and I'd have probably even been able to compensate for our mid not calling any misses nor warding with one or two wards from my pocket if I really wanted to try hard. The only ganks that worked basically came through our jungle (blue side botlane) and while we were pushed past river, and even then the two kills they got were misjudging the situation (I died to an ignite last tick with my biscuit still in inventory) and easily avoidable.
On the other hand they had almost no wards as Janna started philostone, so had our jungler been good those were easy ganks/dives (esp. since he was Noc). The vision difference is so huge.
Cant take LMS hipsters serious.
thenexusp
Profile Joined May 2009
United States3721 Posts
December 06 2012 18:37 GMT
#1348
On December 07 2012 03:30 xes wrote:
The best thing about this patch now is that Udyr becomes a lot better with the slow reduction, better tenacity items, and that Sej active aura item.

Show nested quote +
On December 07 2012 03:32 AsmodeusXI wrote:
And here I was worried that we'd have nothing to beat to death when HoG got removed. Let's never change. =)

Out of curiosity, are there items so far in S3 that people really like, but not because they find them game-breaking/OP? Personally (and I haven't played a ton yet), I like Shard, Twin Shadows, and Mikhael's.


Shard is pretty nice. The promote item (Banner of Command) is fun too

I always feel a little disoriented when people quote stuff from future posts :\
cascades
Profile Blog Joined October 2009
Singapore6122 Posts
December 06 2012 18:51 GMT
#1349
On December 07 2012 03:30 thenexusp wrote:
Sightstone may or may not be OP, but it's clear from previous experience that Riot will never get good data on anything unless it's absurdly OP on release. (See: Rengar, Irelia -- both champs were buffed after release because people thought they sucked)


Not going to dispute number changes, but a lot of it was quality of life changes such as animation. Rengar's Q, Irelia's E range buff which were impossible to land for ppl with 200 ping.

Theory: NA sux, so making a champ that requires <100 ping to play = potential OP sleeper heroes
HS: cascades#1595 || LoL: stoppin
Ghost-z
Profile Joined September 2010
United States1291 Posts
December 06 2012 18:52 GMT
#1350
On December 07 2012 03:21 sob3k wrote:
Show nested quote +
On December 07 2012 03:15 Erasme wrote:
When you have all the information, it's hard to die.


Its actually a very complex problem in these games.

Less ward vision = easier ganks, more aggressive jungle, more teamfighting BUT ALSO Scared passive/safe lane play, more clumpy lategame

More ward vison = impossible ganks, passive jungle, less teamfighting BUT ALSO balls out diving/aggressive laning, More splitting lategame


This was exactly what I was trying to point out with my "remove the fog of war" example.

Since supports will always start the game with wards now and will also likely be the only player to afford a sight stone early, here are my predictions for the meta.

1) Bot lane will become an island with all their protective vision. Aggressive 2v2 fights/trades will become very common in lane.
2) Because of #1 Junglers will focus ganking mid and top lane. Mid laners will start roaming top for kills.
3) Because of #2 the upper river will be warded and counter warded heavily during lane phase. Early oracles or 1 pink ward near baron will be strong to control ganks on both lanes. Early 2v2 and 3v3 fights in upper river will make for exciting play.
4) Ezreal and Draven become the top ADC because of their dueling potential in bot lane combined with global ults to assist in these early 2v2s and 3v3s in the upper river.
5) Finally, after top laners are tired of being shit on by constant jungle pressure during the early game. Roaming Taric with Boots 5 + Ruby Sightstone will become OP as hell!
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
Mementoss
Profile Blog Joined February 2011
Canada2595 Posts
Last Edited: 2012-12-06 18:55:47
December 06 2012 18:52 GMT
#1351
Do summoner spells hurt LoL? If they don't improve the gameplay, than they hurt it.

Instead of everyone picking flash, why don't they just add all the summoner spells into item actives? That way they wouldn't have to nerf flash 10000 times because every always picks it. Make it into more of niche thing. I think it could be interesting. Frozen Mallet active, exhaust? etcetc

Than you have more choice, you either chose the item with the better flat stats, or the better utility. I think it would definitly be fun to play with in pbe

EDIT* There are a lot of spells no one ever uses barely anyways. Adding them onto items could bring some neat strategies forth/see the coolness of the spells in situations
http://www.youtube.com/watch?v=uu96xMwFVXw
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
December 06 2012 18:52 GMT
#1352
On December 07 2012 03:51 cascades wrote:
Theory: NA sux, so making a champ that requires <100 ping to play = potential OP sleeper heroes

This is pretty much syndra's problem. overwhelmingly powerful character, requires precision of a surgeon to maximize effectivenes
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2012-12-06 18:58:40
December 06 2012 18:55 GMT
#1353
On December 07 2012 03:14 komokun wrote:
Thing is, you guys are ignoring the time factor so comparing net cost I feel is not really relevant as investing 700 up-front is a decision that have an opportunity cost. It would be more accurate to consider cost as in finance. Buying a 700 item first/then sell it late late game and paying 75-150 each times you go back is a much different problem then "10x75>700"

I feel solo lanes don't have that much gold to spare early if they want to keep pressure in lane, and wouldn't bother with it when the lanephase is over and you have jungler/support spamming 3 wards each on top of pinks/additionnal wards that those mid/top/adc are still going to buy when they can afford them.

The cost of buying 15-20 individual wards throughout the course of the game is not necessarily more costly than investing a large amount of you initial resources into an item giving you (a lot of) "free" wards.

Think of it like renting an office when starting up a business. It isn't worth it to spend all your available cash into buying the office when you can just rent it and use the cash more efficiently for developing your blooming business instead of the ownership of walls and wires.

Ok NOW this pisses me off because I have to beleaguer this point every damn time we get to this argument. I understand how investment/opportunity cost works, and it's insulting to me for you to imply otherwise. I've addressed this issue every time we discuss Sightstone, and you clearly haven't followed the discussion.

There are 3 major reasons why the investment/opportunity cost analysis for other items (gp10) does not apply to Sightstone in similar fashion:

1) Sightstone is a 70% sell-back item, unlike the 50% of gp10
2) Sightstone generates gold value at almost twice the rate of a gp10
3) (most critically) Sightstone takes an item slot that essentially no other item could compete for--the slot that you typically reserve for holding wards

This means that it is possible (and actually very likely) for you to have scenarios where you can buy Sightstone at a point in time where you could not practically speaking buy other items, and then have it pay off before you could buy other items, effectively making it a zero-opportunity-cost item.

Consider the following scenario: you are playing an AP. You have DRing+Chain Vest+Sorcs+Guise+Abyssal. Your next item is going to be NLR--to be made into Hourglass. You base with 900 gold. You can't buy the NLR right now. Your two options are either buy 3 wards, or buy Sightstone.

At this point, Sightstone is strictly the better play, so long as you'd place all 3 wards before you can afford NLR. If you place 3 wards, the net cost is 700-490=210 gold. The cost of 3 wards 225 gold. Even if you've just used 3 wards and then sell the Sightstone to buy NLR, Sightstone has made good on its investment before you could conceivably have bought anything else. What's more, the item doesn't punish you for using MORE than 3 wards. You can use wards far more aggressively than otherwise, and you are not punished for doing so because there's no additional cost for using more wards.
Moderator
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2012-12-06 19:09:15
December 06 2012 19:03 GMT
#1354
On December 07 2012 03:52 Mementoss wrote:
Do summoner spells hurt LoL? If they don't improve the gameplay, than they hurt it.

Instead of everyone picking flash, why don't they just add all the summoner spells into item actives? That way they wouldn't have to nerf flash 10000 times because every always picks it. Make it into more of niche thing. I think it could be interesting. Frozen Mallet active, exhaust? etcetc

Than you have more choice, you either chose the item with the better flat stats, or the better utility. I think it would definitly be fun to play with in pbe

EDIT* There are a lot of spells no one ever uses barely anyways. Adding them onto items could bring some neat strategies forth/see the coolness of the spells in situations

I'm all for borrowing good ideas from Dota and all, but this would be far too drastic of a change imo. Flash isn't even in that bad or a state right now. So what if almost everyone takes it? Sure it's a "get out of jail free card" but I see just as many clutch engagements come from flash as I do escapes. Plus the cooldown would probably be too long to justify the cost. You pay a lot of money for Blink Dagger in Dota, but it's on a 14 second cooldown. Item actives in LoL seem to be much longer, making it harder to justify spending gold on an active on such a long cooldown.

Edit: They did do this with promote. But putting underused summoner spells on items isn't going to make people want the affects any more.. People would still buy the flash item more frequently than any other active item. The only difference is less people on the field have flash.
RIP Ryan Davis / TL or Die / @onlywonderboy
hasuprotoss
Profile Blog Joined March 2004
United States4612 Posts
December 06 2012 19:09 GMT
#1355
On December 07 2012 03:55 TheYango wrote:
Show nested quote +
On December 07 2012 03:14 komokun wrote:
Thing is, you guys are ignoring the time factor so comparing net cost I feel is not really relevant as investing 700 up-front is a decision that have an opportunity cost. It would be more accurate to consider cost as in finance. Buying a 700 item first/then sell it late late game and paying 75-150 each times you go back is a much different problem then "10x75>700"

I feel solo lanes don't have that much gold to spare early if they want to keep pressure in lane, and wouldn't bother with it when the lanephase is over and you have jungler/support spamming 3 wards each on top of pinks/additionnal wards that those mid/top/adc are still going to buy when they can afford them.

The cost of buying 15-20 individual wards throughout the course of the game is not necessarily more costly than investing a large amount of you initial resources into an item giving you (a lot of) "free" wards.

Think of it like renting an office when starting up a business. It isn't worth it to spend all your available cash into buying the office when you can just rent it and use the cash more efficiently for developing your blooming business instead of the ownership of walls and wires.

Ok NOW this pisses me off because I have to beleaguer this point every damn time we get to this argument. I understand how investment/opportunity cost works, and it's insulting to me for you to imply otherwise. I've addressed this issue every time we discuss Sightstone, and you clearly haven't followed the discussion.

There are 3 major reasons why the investment/opportunity cost analysis for other items (gp10) does not apply to Sightstone in similar fashion:

1) Sightstone is a 70% sell-back item, unlike the 50% of gp10
2) Sightstone generates gold value at almost twice the rate of a gp10
3) (most critically) Sightstone takes an item slot that essentially no other item could compete for--the slot that you typically reserve for holding wards

This means that it is possible (and actually very likely) for you to have scenarios where you can buy Sightstone at a point in time where you could not practically speaking buy other items, and then have it pay off before you could buy other items, effectively making it a zero-opportunity-cost item.

Consider the following scenario: you are playing an AP. You have DRing+Chain Vest+Sorcs+Guise+Abyssal. Your next item is going to be NLR--to be made into Hourglass. You base with 900 gold. You can't buy the NLR right now. Your two options are either buy 3 wards, or buy Sightstone.

At this point, Sightstone is strictly the better play, so long as you'd place all 3 wards before you can afford NLR. If you place 3 wards, the net cost is 700-490=210 gold. The cost of 3 wards 225 gold. Even if you've just used 3 wards and then sell the Sightstone to buy NLR, Sightstone has made good on its investment before you could conceivably have bought anything else. What's more, the item doesn't punish you for using MORE than 3 wards. You can use wards far more aggressively than otherwise, and you are not punished for doing so because there's no additional cost for using more wards.


You realize that these "points" where Sightstone is the "strictly better play" rarely exist for any length of time for anybody outside of support and jungler and you are constantly reiterating the same very few rare instances that might exist for only a few minutes a game for people outside of those two?

Like you've literally spammed your hatred for this item and yet I really don't see it being uber oppressive in competitive play. Especially when at the point it takes over the 6th slot until the non-suppport/jungle players get their final item Oracles should be out, thus really only giving teams slightly more baron wards before they're cleared all over again.

I get that it's a very gold efficient item and it is really strong, but it's not going to kill the game off like you seem to prophise.
http://www.teamliquid.net/forum/index.php?viewdays=0&show_part=5 <--- Articles Section on TL
TheYango
Profile Joined September 2008
United States47024 Posts
December 06 2012 19:11 GMT
#1356
On December 07 2012 04:09 hasuprotoss wrote:
You realize that these "points" where Sightstone is the "strictly better play" rarely exist for any length of time for anybody outside of support and jungler and you are constantly reiterating the same very few rare instances that might exist for only a few minutes a game for people outside of those two?

It happens every time the AD carry gets to 2DBlade+IE+Zeal (or equivalent). It happens pretty much every time the AP is working on their 2nd/3rd major item.
Moderator
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
December 06 2012 19:12 GMT
#1357
On December 07 2012 03:55 TheYango wrote:
Show nested quote +
On December 07 2012 03:14 komokun wrote:
Thing is, you guys are ignoring the time factor so comparing net cost I feel is not really relevant as investing 700 up-front is a decision that have an opportunity cost. It would be more accurate to consider cost as in finance. Buying a 700 item first/then sell it late late game and paying 75-150 each times you go back is a much different problem then "10x75>700"

I feel solo lanes don't have that much gold to spare early if they want to keep pressure in lane, and wouldn't bother with it when the lanephase is over and you have jungler/support spamming 3 wards each on top of pinks/additionnal wards that those mid/top/adc are still going to buy when they can afford them.

The cost of buying 15-20 individual wards throughout the course of the game is not necessarily more costly than investing a large amount of you initial resources into an item giving you (a lot of) "free" wards.

Think of it like renting an office when starting up a business. It isn't worth it to spend all your available cash into buying the office when you can just rent it and use the cash more efficiently for developing your blooming business instead of the ownership of walls and wires.

Ok NOW this pisses me off because I have to beleaguer this point every damn time we get to this argument. I understand how investment/opportunity cost works, and it's insulting to me for you to imply otherwise. I've addressed this issue every time we discuss Sightstone, and you clearly haven't followed the discussion.

There are 3 major reasons why the investment/opportunity cost analysis for other items (gp10) does not apply to Sightstone in similar fashion:

1) Sightstone is a 70% sell-back item, unlike the 50% of gp10
2) Sightstone generates gold value at almost twice the rate of a gp10
3) (most critically) Sightstone takes an item slot that essentially no other item could compete for--the slot that you typically reserve for holding wards

This means that it is possible (and actually very likely) for you to have scenarios where you can buy Sightstone at a point in time where you could not practically speaking buy other items, and then have it pay off before you could buy other items, effectively making it a zero-opportunity-cost item.

Consider the following scenario: you are playing an AP. You have DRing+Chain Vest+Sorcs+Guise+Abyssal. Your next item is going to be NLR--to be made into Hourglass. You base with 900 gold. You can't buy the NLR right now. Your two options are either buy 3 wards, or buy Sightstone.

At this point, Sightstone is strictly the better play, so long as you'd place all 3 wards before you can afford NLR. If you place 3 wards, the net cost is 700-490=210 gold. The cost of 3 wards 225 gold. Even if you've just used 3 wards and then sell the Sightstone to buy NLR, Sightstone has made good on its investment before you could conceivably have bought anything else. What's more, the item doesn't punish you for using MORE than 3 wards. You can use wards far more aggressively than otherwise, and you are not punished for doing so because there's no additional cost for using more wards.


In short you buy sightstone when the following conditions are met:
- you are at base.
- you don't have wards in your inventory
- you finish/buy a major item.
- you have only 1 slot left OR you don't have/want to spend more gold on small items (except wards ofc).
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
arb
Profile Blog Joined April 2008
Noobville17921 Posts
December 06 2012 19:13 GMT
#1358
On December 07 2012 03:30 thenexusp wrote:
Sightstone may or may not be OP, but it's clear from previous experience that Riot will never get good data on anything unless it's absurdly OP on release. (See: Rengar, Irelia -- both champs were buffed after release because people thought they sucked)

Splitpush tanky Rengar is hella retarded. Can sustain in the lane forever cause of W and is tanky as shit cuz its a huge self heal + armor/mr buff lolol.

They should rename Captain Boots -> Splitpush boots, cuz thats really the best use ive found for them atm
Artillery spawned from the forges of Hell
Ghost-z
Profile Joined September 2010
United States1291 Posts
December 06 2012 19:14 GMT
#1359
On December 07 2012 03:55 TheYango wrote:
Show nested quote +
On December 07 2012 03:14 komokun wrote:
Thing is, you guys are ignoring the time factor so comparing net cost I feel is not really relevant as investing 700 up-front is a decision that have an opportunity cost. It would be more accurate to consider cost as in finance. Buying a 700 item first/then sell it late late game and paying 75-150 each times you go back is a much different problem then "10x75>700"

I feel solo lanes don't have that much gold to spare early if they want to keep pressure in lane, and wouldn't bother with it when the lanephase is over and you have jungler/support spamming 3 wards each on top of pinks/additionnal wards that those mid/top/adc are still going to buy when they can afford them.

The cost of buying 15-20 individual wards throughout the course of the game is not necessarily more costly than investing a large amount of you initial resources into an item giving you (a lot of) "free" wards.

Think of it like renting an office when starting up a business. It isn't worth it to spend all your available cash into buying the office when you can just rent it and use the cash more efficiently for developing your blooming business instead of the ownership of walls and wires.

Ok NOW this pisses me off because I have to beleaguer this point every damn time we get to this argument. I understand how investment/opportunity cost works, and it's insulting to me for you to imply otherwise. I've addressed this issue every time we discuss Sightstone, and you clearly haven't followed the discussion.

There are 3 major reasons why the investment/opportunity cost analysis for other items (gp10) does not apply to Sightstone in similar fashion:

1) Sightstone is a 70% sell-back item, unlike the 50% of gp10
2) Sightstone generates gold value at almost twice the rate of a gp10
3) (most critically) Sightstone takes an item slot that essentially no other item could compete for--the slot that you typically reserve for holding wards

This means that it is possible (and actually very likely) for you to have scenarios where you can buy Sightstone at a point in time where you could not practically speaking buy other items, and then have it pay off before you could buy other items, effectively making it a zero-opportunity-cost item.

Consider the following scenario: you are playing an AP. You have DRing+Chain Vest+Sorcs+Guise+Abyssal. Your next item is going to be NLR--to be made into Hourglass. You base with 900 gold. You can't buy the NLR right now. Your two options are either buy 3 wards, or buy Sightstone.

At this point, Sightstone is strictly the better play, so long as you'd place all 3 wards before you can afford NLR. If you place 3 wards, the net cost is 700-490=210 gold. The cost of 3 wards 225 gold. Even if you've just used 3 wards and then sell the Sightstone to buy NLR, Sightstone has made good on its investment before you could conceivably have bought anything else. What's more, the item doesn't punish you for using MORE than 3 wards. You can use wards far more aggressively than otherwise, and you are not punished for doing so because there's no additional cost for using more wards.

You are exactly right. And this is a smart play that I will use when the situation arises but I don't see anything inherently wrong with it or game breaking about it. It only occurs mid to late game when opportunity costs for wards are minimal.

The only early game abuse would be if you wanted to rush a BF Sword or NLR. But in either case you may be safe in lane but your opponent is free to roam because you can't 1v1 them outside the safety of your own turret.
Fairy Tales when you're a child begin with "Once upon a time" and when you're an adult begin, "If elected I promise..."
Seuss
Profile Blog Joined May 2010
United States10536 Posts
December 06 2012 19:14 GMT
#1360
On December 07 2012 03:52 Ghost-z wrote:
Show nested quote +
On December 07 2012 03:21 sob3k wrote:
On December 07 2012 03:15 Erasme wrote:
When you have all the information, it's hard to die.


Its actually a very complex problem in these games.

Less ward vision = easier ganks, more aggressive jungle, more teamfighting BUT ALSO Scared passive/safe lane play, more clumpy lategame

More ward vison = impossible ganks, passive jungle, less teamfighting BUT ALSO balls out diving/aggressive laning, More splitting lategame


This was exactly what I was trying to point out with my "remove the fog of war" example.

Since supports will always start the game with wards now and will also likely be the only player to afford a sight stone early, here are my predictions for the meta.

1) Bot lane will become an island with all their protective vision. Aggressive 2v2 fights/trades will become very common in lane.
2) Because of #1 Junglers will focus ganking mid and top lane. Mid laners will start roaming top for kills.
3) Because of #2 the upper river will be warded and counter warded heavily during lane phase. Early oracles or 1 pink ward near baron will be strong to control ganks on both lanes. Early 2v2 and 3v3 fights in upper river will make for exciting play.
4) Ezreal and Draven become the top ADC because of their dueling potential in bot lane combined with global ults to assist in these early 2v2s and 3v3s in the upper river.
5) Finally, after top laners are tired of being shit on by constant jungle pressure during the early game. Roaming Taric with Boots 5 + Ruby Sightstone will become OP as hell!


The core premise on which all of your predictions are based is flawed. Bottom lane already had equivalent protective vision in Season 2. This vision is now cheaper, but is otherwise effectively the same unless the support invests in wards beyond Sightstone. Taking the Oracle's nerf and banking removal into account as well, any meta-shift will not be a matter of where a jungler ganks, but how much a jungler ganks.

The most likely outcome, presuming there's a significant meta-shift at all, is toward farming semi-carry/carry junglers. If ganking is rarely effective then it makes much more sense to have a jungler who'll secure their own power and then carry later, shifting risk from the volatile lanes to the relatively safe jungle.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
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