Should scanners really disable traps?
I was thinking, that the reasoning behind the changes to pink wards / stealth can apply just as well to traps. The idea was that a large part of a champions kit and theme should not be eliminated by small, cheap/free trinkets and items. So they made invisibility, which makes the champions which have it to not have their kit ruined by 75 gold or a scanner. Plus camo, for champions which are sneaky for far too long for invisibility to make sense.
Currently traps are not only revealed but disabled by
.
Isn't this the exact same problem? That an entire ability is disabled and useless when the enemy uses a scanner or drops a ward? Really I think that traps should be revealed but NOT disabled, and be balanced around that fact. So that there is some consistency when playing with traps, instead of "they didn't scan so it nuked them" verses "they did scan so I did 50% of the damage I otherwise would have". Traps could be more consistent, and potentially also less devastating when you make a mistake to balance that out. So there isn't this crazy dichotomy of step on ap teemo shoom = dead, scan = he does nothing.
The counterplay would still be there. Scan and snipe the traps before you step on them, or avoid them entirely. Plus just like logically speaking, if you can see a trap and step on it you still get hurt. It's not like you having vision of
minefield makes you not take damage from STEPPING ON A MINEFIELD