Thread:Willbachbakal/@comment-26815373-20161022033632/@comment-1330314-20161022051704

Yep, I still think that's the case, and to answer the title question, I'm not a big fan of control wards. They're awkwardly designed, and in spite of the ward disabling effect, feel mostly like an attempt at vision wards minus invisibility detection. The addition of camouflage was the perfect opportunity to add it to stealth wards, and make warding and counter-warding far more organic. Instead, we're still down to two ward types that achieve mostly the same thing, with one ward's main purpose explicitly being to one-up the other. Giving camouflage to stealth wards and traps would mean no need for control wards or red trinket, which would mean no need for Sightstone.

While I personally believe that a vision game with only yellow trinket would be good enough, I feel that, at the very least, condensing vision items down to that would be a good starting point for expanding the vision game properly, e.g. with the wards and mechanics you have proposed. If we are to have multiple tools for approaching vision, those tools need to be distinct, and they need to stand out on their own merits, not just counter each other.