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.
INVENTORY CAP :  ⇒ 2
SCALING : [Level of their owner] ⇒ Average level of all champs
| WARD DURATION :
||[90-180 seconds (owner lv 1-18)]
||90-120 seconds (game avg lv 1-18)
Wards last longer but have a higher cooldown.
These changes increase the value of a well-placed ward, the cost of a bad one, and the payoff for successful ward-sweeping. Three birds, two stones!
WARD DURATION : [60-120 seconds] ⇒ 90-180 seconds
CHARGE TIMER : [180-90 seconds] ⇒ 240-120 seconds
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.
SAME COOLDOWN : Swapping from one trinket to another now retains the same percentage cooldown as the previous one, rather than resetting to a 120 second cooldown
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.
WARD AND PEACE Attacking wards will not trigger in-combat status for the purpose of Boots of Mobility, Cloud Drake, or Taliyah's Rock Surfing
LOOKING FORWARD Wards now grant 30 experience when killed (15 for blue wards).
Once the staple trinket, Warding Totem's found itself feeling pretty mediocre compared to the Farsight Alteration. As we seek to adjust the balance between the two, dropping the lategame cooldown significantly ensures teams can access more consistent vision with a Warding Totem in their inventory.
COOLDOWN : [180 seconds - 120 seconds (at levels 1-18)] ⇒ 180 seconds - 90 seconds (at levels 1-18)
Ward duration increases with champion level. Now generates charges.
VISION QUEST Greater Stealth and Greater Vision totems removed
CHARGED UP Can now store up to two wards at one time. Starts with one charge.
WARD DURATION : [60 seconds] ⇒ 60 - 120 seconds (at levels 1-18)
CHARGE COOLDOWN : Generates a new charge every 180 - 120 seconds (from levels 1-18)
ALTERED TOTEM : At level 9, you can alter your Warding Totem into a Farsight Totem. Once altered, Farsight Totem instead places a visible, 1-health ward from far away, briefly revealing the surrounding area.
COOLDOWN : 40% of Warding Totem's charge cooldown (61 - 48 seconds at levels 9 - 18)
RANGE : 4000 units
WARD DURATION : Infinite
THIS ONE'S SPECIAL : Farsight Totem's ward doesn't count against your ward limits
- Trinket wards now benefit from ward skins.
- Trinket wards feature the small yellow circle previously used by Sight Wards.
- START COOLDOWN:
120 seconds ⇒ 30 seconds
A lot of players were relying on the early Warding Totem to protect standard invade paths, which ended up preventing meaningful aggression. We like that invading can be a team strategy, so we're hoping this helps out. Plus, lowering the swap cooldown for trinkets should allow for more flexibility.
- START COOLDOWN:
90 seconds ⇒ 120 seconds
- SWAP COOLDOWN:
180 seconds ⇒ 120 seconds
- Places a Stealth Ward for 60 seconds (120 second cooldown). Limit 3 Stealth Wards on the map per player. Transforms into a Greater Totem at level 9.