Thread:Willbachbakal/@comment-1920550-20151101063518/@comment-1330314-20151114111542

I still think the reasoning from that vision blog post still holds, and the current preseason's changes have gotten closer to that (though Xypherous said he also wanted to make room for other options, so perhaps we'll see a more expanded vision system in the future). Many of the recent changes were driven by a need to simplify and streamline the vision system, which was the core idea of my post, and it looks like Rito's also trying to implement less hard-countery stealth detection with the silhouettes on the red trinket line. The idea of removing green wards completely and putting an even stronger limit on earlier vision sounds great, and I should probably update my post to reflect that.

I might be biased as a jungler main, but I think less early vision is good for the game (it makes for less safe and conservative lanes), and these changes will also bring everyone closer to warding around the same amounts. While I want Sightstone to disappear completely as an inventory item in the face of a ward-only trinket system, I think the new support Sightstone items and ward jungler item are both phenomenal for the time being, and will hopefully give more leeway to champions who weren't really allowed to be popular last season, like heavy counterjunglers (e.g. ) or AP supports, who'd get to build more AP.

As for resistance reduction and penetration, I think both should be replaced by effects that grant you power over your opponent, rather than make your opponent weaker by devaluing their resists. Flat penetration/reduction, imo should just be replaced by more raw damage on items: any kind of raw damage, unless it's specifically percent health true damage, will affect squishies more than tanks, so amping that up would make for naturally better squishy-killing without the need for a separate stat with a weird power curve (it becomes less powerful as the game goes on, which means you're always losing value on it even as you're purchasing it).

Total/bonus resistance penetration would perhaps be a bit trickier to replace, but I think a potential replacement would be progressive damage amplification, like passive but with a damage amp instead of armor reduction. That might not be the best fit, but perhaps there shouldn't really be an effect that just makes tanks statistically less effective in the first place. It might be a better idea to avoid any kind of effect that makes resistances less effective, while also deflating item-based resistances as a result to make tanks more consistent across the board (i.e. don't get a huge portion of their stats devalued by items, but also don't snowball into unkillable monsters if they get a lead), and then adjusting kit scalings accordingly.