Hello PBE players!
Today we have new versions of two of our 'vision' Runes in Domination; _Zombie Ward_ and _Ghost Poro_. We noticed from our data that these two Runes featured fairly low pick rates when compared to _Eyeball Collection_. Worse still, Zombie Ward or Ghost Poro were also less effective in-game, leading to lower than average performance when picked.
To address these issues, we decided to improve the usability of Ghost Poro and add a damage component to both Runes. Let's dive into the changes:
The most important change to this Rune is the way you place your spooky friend.
Shortly after entering brush, your Trinket is swapped out for a Ghost Poro item instead. Using the Ghost Poro item whilst still inside that brush will drop a ghostly sentinel at your feet, where they will remain for 5 minutes or until it is scared off by an enemy Champion. Unlike the _live_ version of Ghost Poro, the Rune goes on a 60s cooldown when the Poro is discovered.
This usability change means you won't need to consciously avoid brush after placing your Poro exactly where you want it.
_Your current Trinket has been swapped for a Ghost Poro!_
Entering combat or leaving brush without using the Ghost Poro item will immediately swap back to your previous trinket.
Finally, whilst either you or your Ghost Poro are in enemy territory (which is any location on the opposite side of the river in Summoner's Rift, and anywhere past the half-way point on our other maps), you gain 5-20 adaptive stats, based on level. This is great for aggressive, invading junglers who plan to spend a lot of time harassing the enemy at their camps, or champions who can sneak in and place a Poro in a great spot without too much risk. Hard pushing laners who spend most of their time under the enemy's tower should also get great value from the Rune. :)
Not a huge amount has changed about Zombie ward. Clearing enemy Wards (or enabling them to be cleared by placing a Control Ward or hitting the Scryer's Bloom) will spawn a friendly Zombie Ward in it's place. This Zombie Ward now lives for as standard 120s, rather than 30s-120s based on level.
In addition, after clearing a Ward, you deal a bonus 30-90 magic damage (based on level) to the next enemy Champion you hit with any spell or attack. This damage will likely come on-line towards mid-game, since you'll generally only be clearing wards with regularity once you've got an Oracle Lens or Control Wards purchased.
Finally, Zombie Wards no longer spawn from your own elapsed wards. We also felt that enticing players to hunt down and clear enemy wards was far more engaging and interesting than having your own vision last a bit longer.
Try them out and let us know about any bugs or feedback you may have!