Ward costs add up. The longer a game drags on, the more profitable an Eye becomes. Buy five wards and you've already exceeded the cost of Rank 1 Eye. If you're counterwarding, seven sentry wards add up to the cost of a Rank 3 Eye. An average conquest game goes on for about 30 minutes, sometimes more if neither team can come out the clear winner in a teamfight.
It takes a good amount of wards to have sufficient map vision, and they must be replaced every few minutes. If you had to buy the ward items every time they burnt out, you'd find yourself hemorrhaging lots of gold over the course of a game.
Of course, if you're not playing premades or ranked, I guess all this talk about wards sounds unnecessary, doesn't it?
Pretty much.
The problem with people warding is ridiculous. Thus the only one that Wards the entire game is the Tank, and sometimes the Jungler and the Solo. People only start buying wards late game, but still, the one that wards more is the tank. And people still say it's the ''useless'' role in the game, ugh.
Removing Teleport to Towers are a better option in my opinion. You can't push a lane and poke a tower if the enemy backs. Why? They'll teleport back in a few seconds, and the farm party returns, and waits to the Jungler to end it.
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