User blog comment:Willbachbakal/(Item Concept) Another Look at Vision/@comment-7709681-20140722034221

I agree that making Sightstone into a Trinket's upgrate is an interesting idea, but I can't simply agree with the content of the post; it just turns brings so many indirect consequences, such as:

Wouln't be easier to just eliminate stealth just to make this post be acceptable by the readers? Why eliminate Vision wards? Isn't simpler to just bring back Oracle's Elixir? why not just buff the blue trinket to make it viable?
 * Buying multiple wards, since now the Trinket would have charges free from cost, limited by cooldowns this would possibly, therefore, lead to the removal of Sight Wards from the store, since now both the charges of the trinket are equal to the limited amount of wards enabled per player.
 * This would make of the vision wars, the constant search of granting and monetizing the sight advantage of a team, unnecesary.
 * As you explained, turns unnecesary the other two trinkets (Implying that now there is a single Trinket to have), leading into the same problem that you pointed out that Sightstone has: You're forcing the player to purchase the item, whether or not they like so.
 * Since eliminating Vision Wards causes, in theory, to empower stealth champions, to compensate you're turning a certain mechanic to be neglected to the point in which simply isn't viable, even to the point in which this would need to be reworked, only to be viable again.
 * Not only this would affect champions, but traps aswell, since their purpose is to be planted unseen to the enemy; however, to fit the changes you have to make them visible, then they cease to be traps. To fit in the game with those changes then they would need to be like Caitlyn's traps.
 * I find reduntant that you're granting Sight Wards the same function that Vision Wards perform only to fit into the schemed changes that you propose.
 * The thing I fear the most: Since the support is meant to be the crucial assistance to the team, an ally whos purpose is to grant advantages to your team such as buffing, healing and protecting them, aswell as debuffing and disabling (Which can be performed by any other role); since now you have turn one of the only limitants of the support role something avaliable to everyone for free: Wouldn't this, then, lead into turning the support role obsolete?
 * This, in turn, could lead to the conclusion that there is no true need to create content around the strict concept of "The support", nor there is need to have them; since now you have a roster of champions which could perform the same utility and objectives as this without the need of being restricted to a certain itemization, playstyle or position.
 * With the last point being mentioned, you'll then accidentally shift the meta-game to force itself to put that player elsewhere, were this doesn't interrupt the bot laner and, instead, grant its effective potential in another place (The Roamer perhaps, hunting kills instead of farm?). This, in turn, would alter the other roles and positions of the other four players.