I think Oracle Alteration is too strong right now.
Since normal wards have just 3 health points, while needing 3 hits to clear still, it does not take long to clear, especially with a team helping you out. But the problem is that
can basically clear out an entire sector of the map of wards and traps. To add to that, it has a 60 second CD at the fastest. This is the same as 1
charge and is half to a third times faster than
shortest CD to store a ward. This means that you can clear more wards than can possibly be placed by trinkets alone.
Now, yes there is also
to add to the warding potential. But, 10 seconds is more than enough time to clear 3 wards, especially when you have better attack speed, or a few team members to help you.
were already good at doing what
does now, except it had a trade off. it required an inventory slot and had a limited range.
follows the player and lasts for 10 seconds, but is also free to reuse over and over again while not taking up any inventory slots.
As a support secondary main, I can say that this item alone makes vision control around objectives very difficult to handle / keep. With only 2 forms of hidden wards, there are more ways to remove vision than to add.
all are open to any player to take in any lane, at any time (the only limiter is that
needs an open inventory slot).
require either you take
as an item, or wait fro trinket charges which recharge slower than vision clearing trinket's CD timers end.
get deleted almost instantly if scouting any objective or high traffic area and also do not provide much vision for the usefulness they could provide.
tl;dr I think Oracle Alteration should be nerfed slightly so that it is not unbalancing the vision game. Maybe by either lengthening the CD timer or shortening either the area, time it is active, or the amount of things it can clear, or any other aspect I haven't thought of, it cold be more balanced. Or, buff warding options to counteract this item specifically.