V1,6&S1,2,4: I often find myself in a spot were wards cost too much space w/e the role im playing and stop me from building pieces of my build. Therefore, I completly agree with having a special vision item slot in our inventory to buy a special item that would bring vision, protection against vision, or else.
V1-6: I think we should'nt be able to intereact directly with ''wards'' like killing it or dashing on it, but they should all be visible to all. Other items alternatives would offer that kind of playstyle and counter vision items. Also, IMO Denying vision is verry strong especially if it come with vision of its own(pink ward) and should be verry hard to get.
S1-6: Player should have to choose what are their playstyle and vision should be purchased and used for the whole team, and be a part of a carry's build that help them carry. Vision items should be with charges and could be upgraded or not(starting with a doran's tripwire). Clairvoyance use to feel good when i could ''Skillshot'' the map and predict the spot a sneaky opponent was hiding. i though it was a reward in itself. I think it would be a great idea to link enemy exposure time to vision with income. Vision items could now be another type revenue or gp5 depending on their skill using them(like last hitting). Combining different vision items on teamates would synergize and make vision a team effort.
V1-6,S1-6 Here are some team/vision items examples resembling the Season3 boot changes:
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V1,2 Sightstones:
''Wards'' without the health; it could be upgraded as either oracle wards/more quantity/more sight range/radar (with a wave that periodicly see through walls)/binocular ward that can see farther in one selected direction/stealth ward. Those ward would exel in defending a position without roaming, but could be seen by aproaching enemy.
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V4-6&S2,4-6 Clairvoyance:
Use Charges, cd and a max range for the skillshot active(effect like pantheon's ult range and warning), could be ugraded to either see a larger chunk of the map/have less cd/more charges/more range /give movement speed boost to ally moving toward this direction. This would have a more offencive playstyle than the ward.
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V1,4-6&S4,7 Skill poles:
A interactive pole with the ability to use skills on or teleport to and give tiny vision. Enemies and allies would be able to step on it to crush it, or basic attack or cast a spell on it to break the pole. Attack dashes skills(rengar, wukong, talon...) would work even for the player that placed it, but would destroy the pole. The pole would come in slightly larger number than wards, so one having them could setup a playground for mobility and teamplay in view of a gank or teamfight, escape dodging ect. The pole upgrade with either larger vision/longer range/skillshot blocker/more charges/special effect like speed boost when you pass near it(for champion with no dashs)/ or extra ''life'' for more interaction. Good for mobility and tank.
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V5 S4 Shroud:
Allow the caracter to be unoticed by other vision items for a period of time per charge. Unlike other vision item, it would give gold when the charges are used. The shroud upgrage in either more charges/vision coruptor(can activate the item while beeing seen by a vision device to destroy it/a small movement speed boost while beeing seen by vision device /take control of the device/slow to the vision device's owner... mainly for junglers and assassins.
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V1-3,6 S2,4,5 Doran's Tripwire:
2-3 charges that would give no vision, only sound warning and/or slight slow. Cheap awareness tool to begin with...
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V1-4-6 S6 Oracle:
Use 1 charge for vision of stealthy champions nerby for a short period, upgrades with buffs/exhaust/ like abilities... Good for squishy carry.
I realize doing all this would be A HUGE change to the game, but i can already see how it would complement the game and encourage diversity of playstyle on champions. These items could even help other problems like casters with no mobility that are'nt viable anymore.