Farsight Alteration | |
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Active | |
Places a visible Farsight Ward at the target location that grants sight of the surrounding area, including over terrain and through brush and lasting indefinitely. Also grants sight of the area in a 800 radius for 2 seconds. Upon detecting an enemy champion, the ward will increase its sight radius to 800 units and destroy itself after 3 seconds (198 − 99 (based on average champion level) second cooldown; 4000 range). | |
Additional Information | |
Limitations | Limited to 1 Trinket item. Switching to another trinket keeps the current cooldown, if there is any. |
Requirements | Level 9 |
Map Availability | SR |
Tier | Trinket |
Item Code | 3363 |
Recipe | |
Total Cost: 0 | |
Sold For: 0 | |
ExternalLinks | |
Game Info Wiki | wiki.leagueoflegends.com |
Notes[]
- Has 1 Health
- Grants 15 upon death
- Farsight Ward does not count towards your maximum ward limit and similar to a Control Ward has no limit for how long it can last, so using this could theoretically allow you to place infinite wards on the map.
Similar Items[]
Patch History[]
- Farsight Alteration Experience: 20 ⇒ 0
v8.23
Control Ward inventory cap reduced. Trinkets scale with average level of all champs in the game instead of owner's level. Warding Totem ward duration decreased late.
Right now, the vision game overwhelmingly favors the team that's ahead. They have the most freedom to place wards and the most gold to put into vision denial via Control Wards. While helping ahead teams close games out is one of our preseason goals, vision does so in an incredibly slow, safe manner that reduces action. With a ton of other preseason changes designed to help decided games end faster, we're pulling back on how high the winning team's vision advantage can climb.
Trinket Scaling
WARD DURATION : | [90-180 seconds (owner lv 1-18)] | |
⇒ | 90-120 seconds (game avg lv 1-18) |
v8.8
Swapping trinkets now retains the same percentage cooldown as the previous one.
The decision-making surrounding trinket swaps is currently a bit more complicated than it needs to be. By making swaps more consistent and decreasing the number of potential swaps, we're hoping to make the gains from those swaps more clear.
v6.9
Cooldown up.
When it comes to diversity of Trinkets, Farsight’s been on top of the vision-throne for long while. Come mid-game, stacking Farsight trinkets changes the vision game drastically a rendering certain strategies revolving around making picks or ambushing virtually obsolete. We’re happy that Farsight’s more flexible in a wider number of vision-control strategies, we’re just adjusting so it’s not also crowding out the space entirely.
v6.13
Wards grant experience. Attacking them no longer puts you in combat.
Wards are on the far end of strategic gameplay in League of Legends, standing in stark contrast to combat. While combat risks are typically quite apparent, ‘out of sight, out of mind’ can often describe vision rewards quite literally. We generally like to keep strategic and combat gameplay distinct, but currently clearing wards can often feel too high risk and low reward. Leaving lane to place and clear wards contributes to some of the XP drain that supports face, although other champions than supports also feel it. Losing out-of-combat bonuses just to clear a ward can make it seem like clearing a ward is disproportionately harder than defending it. We’re letting champions keep their out-of-combat bonuses while clearing wards to soften that discrepancy. With these changes, we hope to dial back a bit of the risk of ward clearing and add consistency to the reward.
v6.9
Cooldown up.
When it comes to diversity of Trinkets, Farsight’s been on top of the vision-throne for long while. Come mid-game, stacking Farsight trinkets changes the vision game drastically a rendering certain strategies revolving around making picks or ambushing virtually obsolete. We’re happy that Farsight’s more flexible in a wider number of vision-control strategies, we’re just adjusting so it’s not also crowding out the space entirely.
v6.2
Blue wards now have their own unique minimap icon.
For those times when your team peppers the map with blue wards and you're trying to figure out your regular ward count at a glance but get really confused because there's 20 of them sitting in your jungle.
We got your back.
v6.1
Cooldown up.
By contrast, Farsight's dominance tends to warp the strategic game - putting more weight on its spot use as an in-fight or pre-fight reveal, but offering very little in the way of long-term vision to control objectives or jungle corridors. Farsight's effect is powerful enough that we're confident it'll still see use for what it does, but it shouldn't feel like your default option in 100% of games.
v5.24
Longer cooldown, less vision.
The rock-paper-scissors of the trinket system is starting to catch on, but the widespread use of Farsight is providing too much long-term vision for teams to keep up with, turning most games into a constant spotlight-search of clairvoyance on both sides. We’re making the trinket less spammable and lowering the vision radius to make it less sufficient in multiples, especially when compared long-term to a few Warding Totems.
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