User blog comment:Willbachbakal/(Item Concept) Another Look at Vision/@comment-25065710-20140722030732

Had a quick read over everything, so not all of the details have been nailed into me but...

I'm concerned that, to an extent, this will raise a large number of secondary problems. I don't know how to use the numbering system coz I'm on VisualMode so bear with semi-walls of text.

My problem is that the supposed "issue" that supports were losing all their gold into the gold sink that is 'wards'. In my opinion, that wasn't an issue at all. Wards impacted the game equally as strong as slot-items and supports were built around the notion that they didn't need a lot of items to be effective.

This system of structured vision-counter (where as you mentioned, invis-detection countered those normal Sight wards) gave the support an actual role in the game. Watching some professional games you commonly hear casters like Kobe and Deman mention the 'vision game'. That was one of the key roles of a support player - providing vision for their team and reducing vision for the other team. Where you seek to remove this counter-vision takes away one of the objectives of a support player without giving them another way to benefit their team.

Generalizing wards into one, clear, system also generalized them into one, clear, system that currently stands '''available to all. '''The four main roles, as it stands now, prioritize gold into permanent slot-items. Supports were dictated as being able to spend gold on consumables and temporary items because they didn't have a need to scale as hard.

Unfortunately, what this change has done has allowed every single other role to take part in this 'vision sub-game'. That to play once meant you had to actively buy both standard and counter wards and consistently look to hamper the other team, but now it simply means you have to only place standard wards around.

Vision may have been solved because you give reason for other laners to participate in "lighting up the mini-map", but without realizing it you may have killed the support role.

Why do I say that? Why have I boldened the words? Because as someone who views the support role as the most important in the game (and I don't speak out of sarcastic pity) I fear there's no need for the support role now. If there's no complacent need for someone to have to constantly shell their gold away to keep the team afloat, there might not be need for a champion designed around this concept.

Sure, supports still provide the utility that can net kills, objectives, or even win games, but if  the support role will just become another place that needs items to exist, they might get outmatched because right now they stand on the fact that they can never scale as hard. We might as well allow the ADC, who frankly scales the hardest with levels, to be by themselves, while we put in a double-jungle or double-top-lane because those are the roles that work solely on effective utility to run.

Only after writing this block of text did I much more carefully look at the "What's Wrong With Vision?" tab and I'm surprised to see we both discussed how everyone can take part in that vision-game so I'm quite happy to know I wasn't the only one expressing that. I'm just scared that supports will get phased away because they are balanced around knowing that not all their gold goes into big, end-of-build items.