[Unpopular Opinion] Sightstone is the Real Problem that Caused Vision Glut, not Trinkets.
Let's be clear, I don't want sightstone nerfed. As an essential item for supports, nerfing it will make it feel like an even more lackluster item slot, yet it will still be mandatory for the amount of power vision brings to the team even if it's a painful purchase for the support.
I want it REMOVED. Being the team ward bitch was never a fun part of being a support, losing an item slot and 800 gold on an already cashed starved champion is a kick to face, and it's just insult to injury that trinkets were stripped of the ability to let non-supports contribute meaningfully to vision.
Once upon a time, sightstone was a major QoL improvement to supports, who had previously been required to keep a slot open to just to stash all the wards they needed to buy. It simultaneously added some stat functionality so wards felt like less of a personal stat burden, and got rid of the constant gold sink of buying 5 wards every trip to the fountain.
But then we got trinkets, and suddenly everyone could contribute to vision without sacrificing room in their build. Sightstone was still as strong as ever, so it was still a must for supports, but it meant they weren't alone in their pursuit of ward coverage. And Heaven forbid, if the support DIDN'T want to lose a slot for sightstone, at level 9 they could keep full ward coverage up, as could everyone else who didn't op for ward clearing or long range scrying instead.
Unfortunately, the extreme levels of ward coverage both trinkets and sightstone caused meant that aggression was much less effective, so the game became dominated by passive play. The optimal strategy was to stall out any lead you had; vision dominance means never picking fights you could potentially lose. The game revolved around not throwing, around taking objectives without risking a full on fight. Usually this meant sieging turrets with your ADC, roaming to the next objective as a group if the losing team tries to contest it, never risking any actual engagement. There's no urgency to push one's lead when vision prevents your opponents from making any plays that could threaten it.
High vision gameplay is really stale, so Riot severely toned down the power of warding trinkets. Where the upgraded green trinket used to keep 3 wards out at once, it's down to less than 1 until level 18. While I'm glad there's less vision, I'm not happy that vision is back to primarily a support function. There's no good reason a support with sightstone should provide more vision than the rest of the team combined. This is exactly what the nerfs to trinkets did, and the removal of green wards means non-supports can't contribute even if they want to.
I'd like to see the warding coverage sightstone offers spread amongst the team through stronger trinkets, and sightstone itself removed. The strength of vision means sightstone will always be required of supports so as long as it exists, but only at great expense to their power elsewhere. Supports alone are forced to make itemization and play-style sacrifices in order to provide vision for the entire team, and this lost power is one of the largest reasons so many players find them unfulfilling to play.
