User blog comment:Willbachbakal/(Item Concept) Another Look at Vision/@comment-3974211-20140722085628/@comment-1330314-20140722105613

The idea behind the Fade mechanic was to allow players to get a mark on stealthed enemies through skillshots, allowing them and/or the rest of the team to follow up with more skillshots and follow them to their point of unstealthing. I didn't want to make basic attacks a part of this, as ranged champions would then be able to completely nullify stealth with a single hit and the resulting follow-up. It also prevents situations like or  essentially freezing play as long as they remain stealthed, despite you knowing their exact position (and both can be stealthed for a long time). On the other hand, champions like and  are stealthed only for a very brief window of time, so even if they remain stealthed for the full duration they cannot use that stealth to artificially stall a fight or get out scot-free. Effectively, fading should just be there for players who've foiled a stealth champion's scheme and are chasing them down. Additional warnings would be useful in the case of high-burst initiates ( in particular, though he needs a rework), but wouldn't be incompatible with Fade itself.