Denying vision through stealth gameplay?
Wouldn't the vision game be a lot more intuitive if the information Wards provide and the areas they cover wasn't hidden from players?
I mean, we're currently required to have and use a specific counter-item just to interact with Wards, even Wards we know are there. But if Wards could be seen, or gave player's some clue that they were there, then players wouldn't necessarily need Sweeper or Control Wards to deny enemies vision. Players could deny vision by adopting a stealthier playstyles, as Wards that telegraphed their presence or location could be avoided altogether.
In return, Wards (being fallible) could afford to be FREE and have much more powerful vision effects. One example I give is a Ward that grants True Sight in a rotating cone, with the cone of sight and the Ward both being visible. That Ward could be indestructible as a trade-off, since enemies have the possibility of bypassing it (actual stealth gameplay).
All of the Wards available to us ATM have the same model of a circular AoE of vision, and two of the four types of Wards available to us are invisible - the other two can become invisible if placed in brush. This makes it nearly impossible to preemptively avoid Wards, since you need info of the Wards to avoid them in the first place - info that doesn't become available until 1) after you've already been seen by said Ward (in most cases); 2) info that isn't available unless you've Warded before hand (in which case, the enemy has no way to know that you've seen their Ward, unless you make it obvious, like moving to clear it with the Sweeper); 3) they place the Ward within sight range of your champion, meaning you've seen it and its position is known to you but as mentioned earlier, you can't interact with that Ward without the appropriate counter-item.