User blog comment:LivesByProxy/Ward Variety & Sight Options/@comment-1330314-20160226160903

While I went in the complete opposite direction for wards (e.g. extreme simplification, rather than development), I really like the variety and gameplay you're proposing with these wards, and I think each of them has the potential to contribute in its own way and enrich gameplay for both teams. Here are my thoughts on each ward:
 * Snitch has been on the PBE for some time, and it could offer an interesting counter to stealth junglers, particularly, who are notoriously oppressive early on, while also providing good "training wheels" for players unfamiliar with the vision game and its importance. My only concern is that this may be a bit too good a counter against junglers, as laners would immediately retreat upon hearing the ping (a visual ping might be better, but would then lose some of its learning value for newer players), but otherwise this is a good way of playing with different parts of the information wards typically offer.
 * I like Beacon for its ability to generate dynamic objectives on the map, but I don't like the implementation of its capture mechanic, which excludes a huge part of League's champion roster. I think a better way of doing it would be to make the effect more similar to and have it be proximity-based, where standing next to the ward would reduce its range until it would switch to your team and expand once more. Other than that, the idea of capturable wards sounds like it could be incredibly fun, and could add a lot more tension and enjoyment to a part of the game that so often just feels boring, yet necessary.
 * Observer would probably be a bit too strong if placed in the river or mid lane, and risks not being all that useful anywhere else. If you want a ward capable of offering situational vision coverage across a large distance, perhaps a better way of going about it would be to create some sort of patrolling ward, a la.
 * Sentry and Beholder I'll review in one go: the added gameplay looks interesting, and the switch from 100%-uptime vision to something that can be outplayed has a ton of potential for deeper and more meaningful gameplay with and around sight, but some part of me also thinks these mechanics may end up being overlooked, particularly since counter-warding right doesn't really allow players to pre-empt these specific mechanics, beyond just guessing where the enemy's wards are. Perhaps this should call for more interesting and varied anti-vision tools, though ultimately the trick would be finding a way to outplay these wards without completely negating their function.

It's inspiring to see the content you've produced and refined around vision, and I agree with you completely that Riot needs to address the whole system comprehensively, and turn it into something truly engaging and immediately appreciable for everyone, at all levels of play. It's clear you love vision and have a deep understanding of both its current contributions and its potential for development, and I hope Riot takes this into account when they inevitably address the vision game once more.