Thread:Willbachbakal/@comment-26815373-20160908163145/@comment-1330314-20160909192121

I think he's kinda right, and partly for the exact reasons you mentioned here: vision is overcomplicated, at least in the sense that there's this absolutely huge knowledge barrier on the use of vision and the power inherent in it. There's this whole map of likely ward placements that you have to internalize in order to participate in the vision game in the first place, and even with experience it's difficult to learn, since you only do so through indirect feedback. People who ask for speed buffs, regen buffs, combat buffs, etc., are part of the people who don't fully realize that vision itself is far more powerful than any of those bonuses, even if they play into the more general acknowledgement that vision is strong.

What I also personally believe is that vision is overcomplicated also in part due to the whole system of vision and anti-vision we have now: for standard wards, there's yellow trinket, blue trinket, which has its own effect and, which builds into a bunch of items that didn't need to exist, then there's this extra-special vision in the form of true sight through pink wards, and then there's this trinket designed to counter wards and stealth, plus a few jungle effects that play into vision. I think all of this could be, at the very least, all streamlined down to the level of just one, visible ward type, with true sight removed and stealth adjusted to have innate counterplay, but that in itself could be a stepping stone to vision tools that would truly matter.

What I like about so many of the ward and vision types you propose is that they're very overt in the power they provide, and encourage players to participate in the vision game by interacting with these wards instead of just trying to guess where the enemy might have dropped them. Additions like these would add some amount of complexity, but also a ton of depth, and if you were to reduce the complexity of vision in other places, you could have a system everyone would have a much easier time getting into, while still opening up a ton of potential for fresh and evolving gameplay.