Thread:Willbachbakal/@comment-3974211-20140810163329/@comment-1330314-20140810170036

I'm not really a fan of these mechanics. Having wards turn into mini-turrets looks like the effect would only be useful in abuse cases (clearing wards at low health, using Vision Wards in combat), and having Stealth Wards attack you when they're supposed to be disabled doesn't really do much in the way of clarity (this ward is disabled, why is it attacking me?). I'm not a fan of auras in general, and the aura-granting banners you suggest would run into the same problems as SS Rally and. The idea of deployable banners would also create a problem with consuming elixirs on purchase (when your inventory is full). On top of this, the item cooldown reduction doesn't synergize with these item modifications.

In general, I'd be wary when modifying existing items. You need to choose items that are common to most or all builds for your champion, but also items that are prevalent across all phases of the game. You also need to make sure your items don't distort purchase incentives (i.e. buying elixirs when you normally wouldn't just because you get a team buff banner), but also provide unique and reactive gameplay (so stuff that you'd use to make a difference in combat, which basic attacks on Stealth Wards wouldn't do).