Thread:Willbachbakal/@comment-26815373-20160227194134/@comment-1330314-20160227212204

Both of those have one core unique advantage and a core limitation each, imo. Overlays are a great way of instantly conveying information in a manner that is a lot more intuitive that other cues -- stealth overlays are good at telling exactly when the invisibility starts and stops, is great at telling its victims when they're still in danger, and 's lighter overlay instinctively gives the recipient the reassurance that they can go nuts and still survive. The flipside to this is that it's also really demanding in terms of visual resources, since it colors your entire screen: since you can't really have two overlays at once and have them both work as well, you need to make sure each overlay serves a strong purpose and doesn't overlap too much with others in function, application, time of use, etc. Additionally, the power of overlays comes mostly from the change in tint, and having players focus on graphical details risks detracting from the actual game environment, which is why I'm unsure of an overlay specific to, for example.

As for, the main obstacle is technical limitations: his ult pushes the game's display systems to the limit, and has occasionally led to stuttering and inconsistent visuals, which is why unfortunately didn't get a similar upgrade to his ult that let him pan out the camera to its range. However, the mechanic in itself could be amazing in providing a comprehensive view of a really large area: if a character had an ability that let them get a bird's eye view of a large portion of the Rift, or something similar, they'd have a completely unique form of vision that would offer unique advantages compared to other, more restricted methods. If Riot does manage to remove the technical limitations with enlarged camera FoV, it would be interesting to do crazy vision stuff with it, like see the entire Rift in one go, or from a different angle, to impact on the vision game in a completely new way.