User blog comment:Care Level/Fucking Sightstone, Man./@comment-3974211-20140423025844/@comment-1330314-20140423223011

A few things here:
 * The problem in general with giving wards AoE buffs is that they'd run into similar problems to : since you can grant a free bonus to your entire team, you can't give the bonus a lot of power, but auras in general have the additional problem where their power is vastly underappreciated (they feel a lot less strong than they actually are). It's a problem of invisible power, and here it's made even worse by the fact that wards are literally invisible: not only is it impossible for the enemy team to remove this bonus without breaking out a red trinket (and that is assuming they know the ward's location), if they're unaware of the bonus it can vastly skew their perception of the ward-layer's strength.
 * Additionally, this runs into a similar problem as with the above items, in the sense that stealth wards are meant to function outside of combat. Laying a ward in the middle of a lane so that your allies get increased health regen wastes the vision the ward provides, and can delete a useful ward you laid somewhere else. Conversely, using these super-wards for vision means their auras aren't put to use most of the time. Even though these wards are free and easily replaceable, there will still be a certain amount of waste no matter how well you use this item.
 * Even with the ability to lay wards, which are worth gold, removing the gold generation wouldn't be a good idea as it would still be a straight downgrade in situations where you're not constantly laying wards (which you won't), and just makes the green line vastly better since you're not taking away its own gold generation.
 * Considering current support builds include a tier 3 support item and a, there is no real reason to present an alternative choice with the exact same components and extremely similar effects. Sure, you'd get more slot efficiency, but that's a gamble considering you're losing a huge chunk of utility and likely won't have the gold to make use of another item slot.
 * The combination of stats is a bit of a mess on the blue and yellow items. You get a lot of stats, but none of them are particularly worthy of a top-tier item. The fact that every item has health due to the addition of SS also creates a lot of weird overlap: Heart of the Earth is meant to be the tanky option, but every other item makes you a little bit tankier too. In terms of design, it would be a lot better to have an item give few stats, but have them be significant, rather than give them a little bit of everything.
 * A bit less concrete, but all these attempts at combining two existing support items are just ways of giving supports more utility, in particular more late-game utility, which raises the question: how well do supports do late game? If you think supports fall off late game, then it would be better to give them better utility through scalings or existing items. If you think offensive supports like or tanky supports like  need to make a stronger transition through items, then a better solution would be to create entirely new items oriented towards these classes that would allow them to be strong in their late-game role while also being appealing to supports (for example, the reworked, which is now an excellent item for AP supports). If you think supports lack build diversity, then again, it would boil down to introducing new items that would provide utility just as desirable as the staples, or giving said staples upgrade options that better cater to different playstyles.