Wards should work like recall (crosspost)
Abstract
It's a common point of contention that not only do supports get the least amount of gold, they must spend it on consumable vision because of the innate power it provides, at a cost of the permanent growth non-consumable items provide.
After seeing the latest patch notes attempt to address this problem, I think that there is a better, albeit more drastic, way of accomplishing the same effect that could also permanently solve the support "starved for gold" problem. Change wards to be an innate spell like "Recall"
Implementation
Cribbing from the current setup of sightstone, we create a new ability on all champions
Ward
Place a ward at the target location by expending a charge.
Charges refresh upon returning to base.
You may only have so many Active Wards at a time.
Charges: a/x
Active Wards: b/y
Note, I'm going to use x/y to represent the total number of charges vs the number of wards that can be active at a time. so 2/1 means you have 2 total charges, but can only have 1 ward active at a time.
In this setup, you can't buy wards at all, of any kind. This completely removes the gold sink from the support/jungle class. Instead, each champion starts the game with 1/1 and the ward skill (or 2/1 if that winds up working better, but I would think that would be too much free vision early game).
There are still ward producing items, but they are updated to reflect the new skill.
Unique: Ward Refresh - Grants an additional 4 ward charges and 2 additional Active Wards.
This would update your ward skill to 5/3
One potential update would be to the power of the explorer ward skill, which may instead grant you 1 additional ward charge. Of course, this could remain unchanged and still work perfectly fine.
Clairvoyance would work fine as it currently is as well, but it could also be tied into the new ward system in multiple ways.
Reveal target location for 5 seconds. Restore all ward charges
or
Place a ward at target location. Consumes 1 ward charge and the ward takes an Active Ward slot.
These, of course, are examples, and no attempt has been made to truly balance the setup. Note that skill number 2 is supposed to be to ward what teleport is to recall.
The next biggest change would be to Oracles Elixir. While it should be able to be left alone and function just fine, I think the new system allows for a much better implementation that greatly increases the engagement of warding.
Oracles Elixir
Sightstone (950g) + Emblem of Valor (650g) + 400g = 2000g
Health: 200
Armor: 20
Unique Aura: Nearby allied champions gain 10 health per 5 seconds
Unique Passive: Ward Refresh - Grants an additional 4 ward charges and 2 additional Active Wards.
Unique Active: Vision Wards - For the next minute all wards placed are vision wards that reveal invisible units. If an enemy ward is destroyed within range of your vision ward, the active time extends 15 seconds and the cooldown is reduced by 30 seconds. 4 minute cooldown.
Note: The ability is only up for a minute, but the wards placed last for a full Vision Ward duration.
This would really add a significant reward to hunting down enemy wards, as well as would increase the value in placing wards in unique spots.
Conclusion
I know the above numbers aren't balanced yet, but changes on this scale would need play testing to really get right. However, this gives Riot more levers to balance support items with. Supports get to feel increasing power through buying ward items, instead of consumable vision with minimal power increase. Vision becomes easier to balance (for example, start the game with 3/1, but wards only last for 1 minute, for example). And finally, all items finally fill the same purpose: increasing power and utility as a reward for smart play.
http://forums.na.leagueoflegends.com/board/showthread.php?t=3648348