Control wards in the late game (Good, bad? you decide)
What creates the idea Control wards are super important in play, especially in end-game stage where preventing flanks, flanking tps, and general vision control to prevent getting caught out and losing the game from happening. But i just cant buy them when i hit the 20-30 minute mark, im either full build or just have parts of items in my inventory, meaning im only actually using control wards sub 20 minutes of the game.
Suggestion My suggestion is simple, when you buy a control ward on a full inventory perhaps make it replace the ward (much like how having a rift herald would) that way i can buy a control ward during the long drawn out games and enjoy the vision control portion of the game, and also give teams with an advantage the ability to buy control wards late game without falling behind due to the gold investment (further a lead).
Problems Obviously, this isn't all advantageous, it would effect plays around baron/dragon greatly as everyone would just buy a control ward and throw them down all over the place making the supports role of warding that area relatively useless (they can do this due to excess income of late game). It also means you cant use your trinket when you actually have the ward in your trinket slot (but that's the decision for the player to make, much like taking rift herald). And naturally as you can hold 2 usually, but having two control wards in a trinket slot is kind of ridiculous.
It also devalues the use of trinkets such as oracles lense, (anti vision of control ward) and sweepers (same effect as a control ward).
Thoughts? What are your guys thoughts though, do the advantages of vision play late game greatly outway the disadvantages?