When vision is in an easily acquired consumable state, a few things tend to happen. For starters, vision becomes an arms race due to the inherent power of map knowledge - making the appropriate answer to 'how many wards should we have' universally 'as many as you can, always'. This means that, executed optimally, an entire team's excess gold income (or primary income, if you're a Jungler or a Support) is funneled into keeping up as much vision as possible at all times.
This means decisionmaking around the questions 'when is the right time to ward?' and 'where is the right place to ward?' is thrown out in favor of sheer throughput. By removing 'safe' vision from the map (invisible wards) and placing the other vision resources on meaningful cooldowns, teams will have to think a lot more about where they light up the map, rather than ward coverage being a function of team gold advantage.
VISION WARD COST : [100 gold] ⇒ 75 gold
WARDED OFF Stealth wards are no longer available for purchase
STEALTH WARD DURATION : [180 seconds] ⇒ 150 seconds
PICKING UP THE PIECES Upon death or expiration, wards leave behind Rubble. Rubble is team colored, lasts up to 5 minutes, and appears as circles where the ward was when it was active.
INSIGHTFUL Wards now indicate their vision range while being placed
Dearly beloved, friends, invocadores - we are gathered here today not to mourn the past, but to celebrate new strategies, new seasons, and new beginnings. While the items below, some of whom we've shared both victory and defeat, won't be moving on into that new age with us, we must remember them for who they were, letting them live on in our memories (even if we didn't let them into our inventories).
While not all of the below items were unsuccessful in the way you might expect, many were often restrictive, incomplete, or otherwise not very well supported, limiting design spaces for us to work. Others simply weren't worth the effort. We'll be covering some of the specifics below, but let's all take one last moment of silence before we commit them to the past. More important than providing us stats or building into other items - you built into our hearts.
On a more serious note, let's talk at-large about some items that might not be real threats to game balance (see: Sword of the Occult) but are still being removed. The answer is two-fold: design trust, and design clutter.
Design trust refers to an item sufficiently fulfilling its intended role. When a player sees X item, they should be able to trust that said item is cost-efficient and can fulfill its expectations. Some items in League just fall to the wayside (like Ohmwrecker. Every season.) and we try to cull the herd when possible (usually during preseason), but deliberately keeping an item undertuned so that it can remain fun but unbalanced is just not something we can uphold while still preserving a competitive game.
This leads to our next point about design clutter. Some items fulfill very niche roles in League and may not actually be undertuned to a very small subset of champions. In these cases we're careful to assess the individual impact of removing said item before taking action. You might have seen this with the removal of the Magus enchantment, where we had to think hard if jungle Fiddlesticks was truly going to be useless without his finely-tuned enchantment (we came to the conclusion of no). Niche items that tie themselves so closely to a champion's balance do end up skewing that champion to being dependent on the item to function, and can often ‘hide' real design problems that we can't get to.