"Ward deployer" items

volod_led95

New member
The map isn't small, and your enemies can often sneak past your team in order to steal jungle, split push or gank. There isn't much you can do if enemy simply avoids your heroes and creeps. Well, McGinnis has her turrets which she can deploy in unexpected places so that they hurt (and detect) enemy, but they last only so long and only one hero obviously has them...
...so why not add item that gives similar functionality? Not to the level of other mobas, of course - their level of ward metagames can get needlessly complex. But being able to detect enemies on the map more easily won't hurt. Information is power.

Item name: Watchman
Tier 2 vitality item
Some stats (for example +5 spirit power, +1 hp/s regen, +1 sprint speed, doesn't really matter)
Active ability: spawn a "Watcher ward" which lasts for 120s, detects and slightly harms enemy heroes
- Cooldown is 30s but deploying a new ward destroys old one
- Watcher ward is NOT invisible to heroes, but is ignored by creeps
- Ward will do some meager damage (say 4 per second) to enemy heroes in range in form of continuous beam, with large range
- Ward has some meager hp (say 10% of that of owner hero)
- It's main function is 1) your team seeing spotted enemy heroes, 2) your team seeing if ward has been destroyed (by enemy heroes)
- Low-damage beam gives additional function of momentarily stopping regen, useful when cornering/chasing someone. It also clearly tells enemy hero(es) they were spotted.

Item name: Sentinel
Tier 3 vitality item (requires Watchman)
Some bigger stats
Active ability: spawn a "Sentinel ward" which is mostly the same but with few differences
- 1 ward per player restriction removed
- Sentinel wards now apply a debuff on enemies hit (which is all enemies in range). Debuff applies 20% slow, 20% firerate reduction and makes visible through walls, lasts for 5s after being hit
-- Yes you can put a ward in combat in order to debuff all enemies, making the item useful outside it's supposed job

If your team is continuously ganked, this might be the item that changes things. Or enemy will employ advanced mindgames with constant visits to "deward" and flee? Of course, this doesn't give you any sneaky attacks on them, and simply removes informational disadvantage, so it might be surpassed by proper "fighting" items. Which is ok, no item should be "mandatory".
 
Pairing that with McGinnis turret spam could be devastating.

I like the general concept though. Place a thing on the ground that's an eye in the sky. Makes going onto rooftops more desireable and would favor well with vertical characters like Vindicta or Grey Talon. I like that you give the enemy a way to know it exists, but perhaps just a visual effect and not a direct beam? Like spidey-sense lines pulsing around their head, or an eye icon floating around them.
 
Back
Top