User:Lukeatlook/Template:Items/Support/Sightstones

The Sightstones
Problem: All supports build - and upgrading it to  doesn't feel rewarding for some of them (especially the ranged ones).

We need to state few things outright: Sightstone is a support item. Yes, it's not a problem when the jungler gets one occasionally - but that decision has to have some drawback. If the meta requires junglers to get the second Sightstone, it supresses diversity in jungle roster (domination of Lee Sin and other champions who can afford to not spend gold on their own items). So, to put it briefly, we need Sightstones that feel satisfying for supports as items, but aren't a must-buy for junglers. Basically junglers need to either be restricted from buying it or buying it needs to have a drawback.

I've came up with two designs, one leaving the current Sightstone intact and expanding on it, and one shaking things up a bit:
 * "Healthpack" version: Sightstone upgrades grant 200 health + one of the few available statistics (health, mana, regen, AP). Sightstone upgrades require a GP10 item to purchase.
 * "Specialized" version: Sightstone costs 400g, grants no health and requires a GP10 item to purchase. Sightstone upgrades grant a select statistic (health, mana, regen, AP).

In both cases:
 * At level 9, the upgraded Sightstone unlocks a unique passive that affects your Stealth Wards and Vision Wards.
 * This is consistent with how the trinkets upgrade at level 9.
 * Power of a Unique Passive is inversely proportional to the versatility of provided statistics.
 * This means a Sightstone with mana will have slightly better vision enhancement than the one with health or AP.
 * Increasing the Stealth Wards limit from 3 to 4 is out of the question - every support would have to go for it every time.


 * Healthpack version: Unchanged.
 * Specialized version: Cost lowered to 400, ward charges lowered to 3, health removed (no longer builds out of Ruby Crystal). Requires GP10 item to purchase.
 * Specialized version: Cost lowered to 400, ward charges lowered to 3, health removed (no longer builds out of Ruby Crystal). Requires GP10 item to purchase.


 * Recipe: +  + 400 g (total cost: 1600g/1200g)
 * +400 health (in both versions)
 * At level 9, gains :
 * Your Stealth Wards last for 4 minutes.
 * Your Vision Wards have +2 health (7).
 * NOTE: Doesn't have 5 ward charges anymore (down to 4).
 * Pretty simple and can be used by anyone. The Vision Ward effect is probably more important than the Sight Ward effect.
 * Pretty simple and can be used by anyone. The Vision Ward effect is probably more important than the Sight Ward effect.


 * Recipe: +  + 100 g (total cost: 1300g/900g)
 * Healthpack version: +200 health, +300 mana
 * Specialized version: +400 mana
 * At level 9, gains :
 * +2 charges (total: 6)
 * Whenever your Vision Ward is being destroyed, you retain vision of the area for 5 seconds.
 * Cheap, yet effective. 6 charges is a lot.
 * Cheap, yet effective. 6 charges is a lot.


 * Recipe: +  +  + 240 g (total cost: 1400g/1000g)
 * Healthpack version: +200 health, +50% base health regeneration, +50% base mana regeneration
 * Specialized version: +50% base health regeneration, +50% base mana regeneration, +15% cooldown reduction
 * At level 9, gains :
 * You gain one charge whenever a nearby ward is being destroyed.
 * Your Vision Wards regain their health points if they haven't been attacked in the last 10 seconds.
 * A "sustain" option, allowing you to restock wards during vision wars as long as you're near them when they're killed.
 * A "sustain" option, allowing you to restock wards during vision wars as long as you're near them when they're killed.


 * Recipe: +  + 565 g (total cost: 1800g/1400g)
 * Healthpack version: +200 health, +40 ability power
 * Specialized version: +60 ability power
 * At level 9, gains :
 * You can place wards at an increased range (1000 units - Feral Flare range).
 * Your Vision Wards reveal all enemy Stealth Wards in the range, even those obscured by brush/walls.
 * Allows you to ward from longer range, which could be a lifesaver on squishy champions.
 * Allows you to ward from longer range, which could be a lifesaver on squishy champions.

This is a closed system, which means it's possible to change things a lot as we see fit.