Vision score league of legends что это

Обновлено: 17.05.2024

Vision Score is a fairly new concept within League of Legends. Gone are the days of support-minded summoners not getting the gratification they deserve. Now they have a stat at the end of the day that rewards them for opening the eyes of their teammates throughout the game.

But what exactly is Vision Score? How does it work? Riot Gmang, a Game Designer behind League of Legends recently hit the Nexus and dove a little deeper into the newest stat.

"Vision Score is a loose measurement of vision game contribution, and can be ballparked as "about 1 point per minute of ward lifetime I'm responsible for providing/denying." It tends to be in the 5-150 range," said Riot Gmang. "So, if your vision score at the end of a game is 121, you can ballpark "my vision contribution this game was worth about 2 hours of ward lifetime."

According to Riot Gmang, there are three ways you accumulate vision score. The first way is through Ward Lifetime Provided. This simply means that each minute of a ward that is alive and well gives you one point. You can also get fractions of points.

The next way is Ward Lifetime Denied. This one is a little easier. When you destroy a ward (and get the gold for it) you get one point for every minute of life remaining on the ward.

The final way you can get vision score is through Vision Mechanics. Vision Mechanics simply means you are using tools, abilities or activating items to create vision. Whether it's through Ashe's Hawkshot, a Scuttler Ward, Scryer's Bloom or Quinn's Heightened Senses - you will continue to rack up the vision score.

So what should you be aiming for? Riot Gmang has an idea and said, "A typical Vision Score can be single digits (short game where you're not using trinket well) to well over 100 (long game with consistent sightstone use). Generally, vision-focused junglers come out on top for shorter games, whereas Sightstone supports come out ahead on longer games."

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Forms of sight

True sight


A unit revealing a stealthed trap . A pink eye symbol above a unit indicates they have true sight vision.

Obscured vision


A silhouette of a unit observed behind a wall, indicating a form of obscured vision.

This is a form of detection that does not innately reveal units nor make them targetable in any sort of way. Instead, the unit's position is merely distinguished by their movement and actions or silhouette, revealing their position in the process. The unit is still not visible however, thus being unable to selected for unit-targeted attacks. Obscured vision exists in many effects, the most common ones being in Rek'Sai's Burrow and Oracle Lens . It is unaffected by nearsight .

Unobstructed vision


A unit with unobstructed vision being able to see enemies behind walls.

This is a type of sight that permeates through terrain. It allows the unit to be able to see beyond their sight radius if otherwise obstructed by terrain, although they won't be able to see into brush unless they had sight of the inside. Aurelion Sol's Comet of Legend , Kayn's Shadow Step , Talon's Assassin's Path , and Zoe's Portal Jump are the only abilities that benefit from unobstructed vision.


A unit with unobstructed vision becoming unable to see out of terrain while nearsighted .

Nearsight prevents unobstructed vision entirely; units lose the ability to see behind walls for the duration and if they would be inside terrain, their sight is completely restricted until they move out to open space.

The objects listed below are abilities and items that can temporarily grant sight of an area or enemy, as well as which of those abilities and items grant true sight.

Mechanics that Prohibit Sight [ ]

There are several mechanics that stop a champion from having sight of an area.

New To League/Gameplay/Vision

You gain sight of all the things that your allies have sight of. Terrain and brushes restrict what you can see. Some champions can enter stealth. Stealthed units can't be seen except by special mechanics. Wards are crucial to winning games.

Contents

Mechanics that Provide Sight [ ]

There are several ways for a player to gain sight of an area:

Innate [ ]

Spells and Items [ ]

Jungle Camps [ ]

  • Killing the Rift Scuttler provides vision in an area in front of either Dragon or Baron.

Jungle Plants [ ]

  • Autoattacking the Scryer's Bloom plant will grant vision in a cone exending out from the plant location itself over a large area of the map revealing camouflaged units, invisible traps, and wards.

League of Legends Wiki

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Standard Sight

Area-reveal

By default, when attacking an enemy (including wards ) from their team's Fog of War, it will reveal a 450-radius area centered on top of the attacker for 4.5 seconds when their attack completes. Effects listed below have individual reveal ranges and durations.

Vision Score [ ]

The Vision Score is a non gameplay-impacting statistic (it's just for viewers' and players' knowledge) which allows players to better understand their contribution when it comes to using wards or removing enemy wards from the map. As stated below:

"Vision Score is a loose measurement of vision game contribution, and can be ballparked as "about 1 point per minute of ward lifetime I'm responsible for providing/denying." It tends to be in the 5-150 range." - Riot Cosantoir

Blocking sight

There are two types of terrain barriers that can reduce how far a unit can see in a direction:

  • Solid terrain barriers - These are the walls & ledges of Summoner's Rift. The layout of these barriers includes many blindspots or pockets where a unit can avoid being seen if appropriately positioned. When the elemental dragon is Mountain Drake, several additional outcroppings of solid terrain are added to the map. There is one additional isolated segment of solid terrain that exists inside each team's base. - Brush most often exists adjacent to solid terrain and conceals any units inside of the brush while preventing vision of what is behind it as well. If a unit attacks from inside of brush, though, it will reveal all the units inside it. There are numerous brush patches across the map, and they often serve as high-traffic warding locations. Certain cross-sections of the map are joined by large patches that prevent any vision of the other pathways as if they were solid terrain. Such junctions are commonly used to ambush unprepared enemies who need to travel through them. An isolated patch of brush near the mid lane of the map in the river is very popular as a control ward location for mid laners due to the high-value information it offers.

Trinkets [ ]

There are four types of trinkets: Red, Upgraded Red, Blue, and Yellow. Red and yellow are available at the start of the game, and upon reaching level 9, a player may change to blue or upgraded red. It is free to exchange trinkets other than a cooldown penalty at the time of switching. Choice of trinket between Red, Blue, and Yellow is an important strategic decision that teams make, and most players will exchange their trinket at least one time during a game.


Warding Totem [ ]

The Warding Totem (usually just called "yellow trinket" or "yellow ward") is available at level 1. It holds up to two charges, and you can consume a charge by placing a ward on the ground. These wards last for less time than normal
Stealth Ward s but are otherwise identical.

  • Yellow wards are invisible to sight, visible only to true sight. Yellow wards provide side, but not true sight.
  • Yellow wards last for 90 - 180 (based on level)
  • Yellow wards are trinkets, which recharge over time. Yellow wards have a 240 - 120 (based on level) seconds recharge time for each charge.
  • Yellow wards can be purchased for free at the time the game begins.
  • Yellow wards can be targeted by champion basic attacks. Each basic attack does 1 point of damage to them.
  • Yellow wards have 3 HP total.
  • Yellow wards are revealed and disabled by
    Oracle Lens .
  • Yellow wards are worth 10 gold for the player that destroys them.


Farsight Alteration [ ]

The Farsight Alteration (aka "blue trinket" or "blue ward") is available at level 9. Technically blue is the upgrade of yellow, but they're very different from each other and so a player may or may not choose to make the change. A blue trinket can reveal an area about equivalent to that of a ward, but at a great distance from the caster. The reveal lasts for 2 seconds. It also leaves behind a permanent ward with 1 HP that's visible to the enemy team and has a much smaller sight radius.

  • Blue wards are visible to sight. Blue wards grant sight in a shorter range than yellow, green or red wards, however they initially provide a much larger radius upon placement.
  • Blue wards can be placed at extreme ranges, much longer distances between the player and blue ward can be achieved than with other wards such as yellow wards, green wards or red wards.
  • Blue wards can only be upgraded at the shop at level 9 and above.
  • Blue wards have a scaling recharge time 148 seconds at level 9, down to 99 seconds at level 18. Can only contain one charge at a time.
  • Blue wards will stay on the map until destroyed by an enemy player.
  • Blue wards can be targeted by champion basic attacks. Each basic attack does 1 point of damage to them.
  • Blue wards have 1 HP total.
  • Blue wards are worth 15 gold for the player that destroys them.


Oracle Lens [ ]

This trinket is for clearing (disabling and then killing) wards. Using this trinket reveals anything that a pink ward can reveal (other than champions) and disables everything that it reveals. Oracle Lens covers a wide area and is centered around the owner, and moves as the champion moves. It lasts 10 seconds and has a 90 - 60 (based on level) seconds cooldown.

Sight


Quinn using Heightened Senses . Note the Krug camp at the top left, normally not visible from her position.

Sight is a property of units, structures, and certain summoner spells, items, and abilities in League of Legends that represents a team possessing vision of a target area. Inversely, the area of the map in which a team does not have sight over is known as the Fog of War, a common hallmark of the RTS genre which is represented visually as a dark shroud over the terrain.

Possessing sight is necessary to observe most information about any non-allied units in the game. Such information can include, among many other things, the unit's current location, direction, health, mana, possessed buffs and purchased items, making the acquisition and denial of sight one of the most crucially important skills to learn in high levels of play.

Stealth [ ]

Stealthed units are units that are invisible even if a champion or team has sight of their position. Stealthed units can be revealed by certain mechanics that provide true sight. There are several units in the game that can be stealthed. Some champions can enter stealth, a few champions can lay stealthed traps, and all
Stealth Ward and wards issued from
Warding Totem are stealthed.

Stealth can be broken into two classes. One type of stealth is combat oriented for engaging on opponents that may not be expecting it and can be triggered more than once within a skirmish. The other kind of stealth can be used only to enter or exit a fight. These two classes of stealth are called invisibility and camouflage respectively. Damaging a stealthed unit of either type will grant a shimmer of their character for a brief moment.

Invisibility

Invisibility is stealth that lasts a short duration, can be used to reposition within as single skirmish or team fight. Invisible units cannot be detected by control wards. Invisible champions also can not travel long distances before the effects of the invisibility wear off.
Talon 's ultimate Shadow Assault is a short term example of invisibility. Unless damaged by a true sight ability of the enemy team's, Talon will be able to use this ability and for a short duration be able to move around an enemy completely undetected.

Camouflage

Camouflage is stealth that lasts a long/moderate duration. Camouflaged units can be revealed by control wards, but stealth wards and trinket yellow or blue wards will be completely unable to see camouflaged units within their range unless those units are in combat. For example,
Evelynn 's passive Demon Shade hides her until an enemy champion is in nearby proximity, at which point she is revealed to the enemy.

True Sight

There are a few mechanics in the game that grant true sight of an area of a map, revealing camouflaged units. The most common are control wards, usually referred to as red wards (because they're red). They are called control wards because in addition to revealing a small area and possibly camouflaged units, they can also disable regular
Stealth Ward , traps and trinket wards. We'll talk about wards a bit later on in this page, so for now just know that red wards give true sight within their radius.

Sight vs Vision

Sight will always mean the ability to see non-stealthed units. "Vision" is sometimes used to mean the same thing as "sight," and sometimes used to mean the same thing as "true sight." To avoid confusion, we will use "vision" as a catch-all term to mean things related to what you can and can't see, and when specifying anything related to stealth, we will use the terms "sight" and "true sight."

Now You See Me. [ ]

One of the most important concepts in League of Legends is vision. You here terms thrown around like "Vision Control, "Map Control," and "Map Vision," and they're all very closely related to the same thing: How much of the map are you able to see?

Now, when we say "see," we don't necessarily mean on the main screen. Let's take a brief detour and discuss the minimap.

The Minimap

For a full explanation of the minimap, see here; this is just an introduction for the purpose of explaining vision.

If you want to know which team is ahead, and you can't tell from watching the main screen, one of the best things to do is to watch the minimap. But what is the minimap anyway?

There are several features to a minimap. You can see the positions of champions, minions, wards, towers, inhibitors, jungle camps, terrain, and a white rectangle denoting the part of the map that the observer is currently looking at. And you can also see which parts of the map are in the Fog of War and which parts aren't.

So think of the minimap as showing you a compressed view of everything you could see in more detail if you moved the main screen area there. Most experienced players will spend a lot of time looking at it, both when they're playing and also when they're watching a stream, because they can gather a lot of information just from glancing at it. You can read more about the minimap here.

Sight Ranges

All units in the game will grant vision up to a specific radius:

Mechanics that Provide True Sight [ ]

  • Control Wards
  • Oracle Lens
  • Scryer's Bloom

So how is the vision score calculated and what does it mean?


With patch 7.9 there is a "Vision score" at the end in the post game stats. While I love that we now have a vision score, I have no idea what to do with the number that is written there. Does anyone know how this is calculated (time and area of an otherwise fog of war part of the map divided by something? Does walking through fog of war count aka living ward?).

I had scores between 75 and 98 in my 3 games but I have no clue if that is good or bad.

Wards [ ]

There are 4 types of wards: Control Wards (or Red Wards), Green Wards (or Stealth Wards or Sight Wards), Yellow wards (or trinket wards or yellow trinket), and Blue Wards.


Control Ward [ ]

  • Control Wards are visible by sight, and they reveal camouflaged units and invisible traps or wards.
  • Control Wards disable nearby green wards and yellow or blue trinket wards, denying the vision typically granted by these items.
  • Control Wards last until they are destroyed by an enemy team, or the champion that owns the Control Ward places a new one.
  • Each champion may only have one active Control Ward on the map at a time.
  • Control Wards can be targeted by champion basic attacks. Each basic attack does 1 point of damage to them.
  • Control Wards have 4 HP total.
  • Control Wards are worth 30 gold for the player that destroyed them.
  • Control Wards cost 75 gold in the shop to purchase.

Green Wards [ ]

  • Green wards are invisible to sight, visible only to true sight. Green wards provide sight, but not true sight.
  • Green wards last for up to three minutes or until destroyed or until a champion owning three green wards on the map places a fourth, at which time the first one placed is removed.
  • Each champion may have up to three green wards on the map at a time.
    Warding Totem wards count toward this limit.
  • Green wards can be targeted by champion basic attacks. Each basic attack does 1 point of damage to them.
  • Green wards have 3 HP total.
  • Green wards are revealed and disabled by
    Oracle Lens .
  • Green wards are worth 30 gold for the player that destroys them.
  • Green wards can only be acquired through the shop by collecting 500 gold while having any item among
    Ancient Coin ,
    Spellthief's Edge , or
    Relic Shield or their upgrades in your inventory, and purchasing
    Remnant of the Ascended ,
    Remnant of the Watchers , or
    Remnant of the Aspect ; this will upgrade the latter into the
    Eye of Ascension ,
    Eye of the Watchers and
    Eye of the Aspect respectively. You can only purchase one gold income/vision item.

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