Gotcha.
I was also talking about lategame, no need to clarify.
I have a rule i play by for lategame when it comes to warding.
The way it goes is:
-I think I need to put a ward somewhere:
A) Am I safe going there?
B) Will I be able to come to the aid of my team quickly enough during the trip?
If both A and B result in a yes, I go ward it.
This keeps me close to where all of the experience is, and it keeps me from getting caught out and dying.
As a result, I have vision where I need it (using I rather than we since people hardly ever look at wards other people place, with the exception of an ADC for the first 10 minutes of the game after which even they don't look anymore)
When I am playing jungle, I tend to go for more distant warding spots, since I am a more combat capable champion and can more than likely handle myself as a jungler if I run into someone.
I think too many support players live by the idea that their carries should stick with them for protection. This results in underleveled supports and dead carries.
Rather, the support should be sticking with SOMEBODY at all times, preferably a carry.
Supports enable carries. Carries do not enable supports.
Holding the latter point of view is a self-important mindset that is harmful to your support play.
This is ESPECIALLY true for Enchanters
and Protectors

The only supports who can really hold their own running off alone to do vision things are high damage / mage supports
most of whom can get quick CC out to make their escape, or have some combo of CC and speed.