Thread:Willbachbakal/@comment-26815373-20161225053323

I wanted to do a real infographic on stealth and vision this time.

I was thinking about including:


 * No. of brush on SR. (36. And talking about how they give every champion access to invisibility by their functionality.)
 * No. of champions with invisibility. (14 of them, going by my own definition and not Riot's. Ivern, Quinn, Graves, & Nocturne are all champions who can go invisible, even though people don't traditionally thing of it as invis.)
 * No. of posts on the Boards and Reddit about a vision-centric support champ. (It's a lot.)
 * No. of posts on the Boards and Reddit about a Watcher champion.
 * Pointing out how neither nor  have unique SFX / audio cues that herald their approach / reveal their prescence. (Going to call it 'The Sound of Silence'.)
 * Origin of True Sight (as a call-back to my previous 'infographic'.)
 * Champion with the most vision-manipulation abilities. (!)
 * Point out how there are a number of instances where True Sight and Normal Sight are given the same indicator, and how this isn't good for SS Clarity. (Example: and  both have the same icon, but Cait's is.
 * Quotes from the developers of Thief Trilogy, Dishonored, Mark of the Ninja, and other stealth games about their systems and approach.
 * Champion with the most tells and clues inherent to their stealth. ( with 3 total: his unique warning indicator, unique SFX, and his reveal by proximity.)
 * Champion with the longest lasting reveal. (Which I believe is  since her Ball can remain a fair distance away indefinitely, its like having an ever-lasting ward and highlights her supportive nature.)
 * Pointing out that the icons floating above a ward is the ward, not the body / model of the object itself.
 * Maybe highlighting, , and as having powerful vision tools built into their kit.
 * Talk about detection effects like Tremor Sense as being super awesome and hint / imply that  gets a similar treatment.
 * Talk about how 'stealth' wards have very little inherent counterplay. (They don't become visible at close range, there is no cone of sight to outmaneuver, they don't have any sort of audio cue or warning indicator that would give them away. Basically, the crux of your Another Look At Vision post.)

These are all the ones that immediately come to mind, is there anything I'm missing? What do you think I should add? How can I draw attention to the info war and stealth aspects of League?

I also wanted to look at other RTS games and see what kind of vision / info / stealth / invis elements they incorporate and how they play out. Things like Warcraft, Starcraft, Age of Empires, Civilization, etc. etc. but (surprisingly?) virtually no RTS that I've looked up (I haven't really dug deep, and I can't get my hands on these games to test them) has explored vision / invis like League has. (There was an old game called Demigod that came out a year before League released and it has no vision-manipulation gameplay elements, IIRC. Just an example.)

Which is to say, I think League is the most advanced stealth-action MOBA / RTS game in existence right now. None of its competitors / clones comes close to it. Even DotA2, which many will say does invis and sight better than League, has less instances of both and less varied iterations of both from what I've seen.

I feel the need to point this out to Riot, because their game fundamentally has stealth as a core component. And I mean stealth in the true sense of the word - you don't want to be seen, or give away unnecessary info of your presence and whereabouts to hostiles, just like in Thief, Dishonored, and Mark of the Ninja. 