No, it's still like that.
Other champs with the same thing are Cassiopeia and Orianna. Your guess is as good as mine as to why a pool of poison can give vision...
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After some lengthy consideration, I've decided to switch back from flash + smite on junglers to ghost + smite. I found that in theory, flash is always better than ghost. The problem is that a lot of junglers need a good early game to dominate or they just become useless meatshields (exception: Amumu). This means I need to be able to gank before I get my ultimate and on champions like Warwick or Olaf, flash just doesn't meet the requirements for early game ganks.
For example, suppose the enemy tank is super far overextended at top. He also has boots. Chances are you, as the jungler, will not have boots yet. If you have flash, a minor error in predicting where the enemy will go entirely screws up the gank. Even if you reach the enemy and slow them with red buff, if they have boots you might as well give up trying to continue the gank unless your teammate has some super CC. Furthermore, if you have flash and the enemy has flash, his flash will simply negate yours.
This is not the case with ghost. If the enemy is super overextended and you have ghost, they are dead. No contest.
I think the main reason I kept taking flash was because it's nearly impossible to counterjungle without it. However, seeing as how I barely ever counterjungle... I'm going to switch back to ghost.
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Lastly:
Hello Community!
In the spirit of sharing information I would like to give you all a preview of the support portion of the sustain remake that we are gradually pushing out to solve the sustain problems. The goal of the changes was to lower total healing per second, while trying to retain the saving power of the heals, or even increasing them. In the cast of some characters who suffer from lacking of things to do due to cooldowns, we've given much more power to their other abilities, and made them more frequently castable.
Once again a disclaimer: These changes are not final until they're live, and may be subject to change, please do not use this against me as I would love to continue this exchange of information.
Soraka
* Starcall
** Cooldown reduced to 2.5 from 3
** Base damage reduced to 60/85/110/135/160 from 60/90/120/150/180
** AP ratio increased to .4 from .25
** Mana cost reduced to 35/40/45/50/55 from 40/50/60/70/80
** Shred increased to 8/9/10/11/12 from 8/8/8/8/8
** Maximum stacks reduced to 10 from 20
* Astral Blessing
** AP Ratio reduced to 0.45 from 0.9
** Cooldown increased to 20 from 10
** Base Heal increased to 65/130/195/260/325 from 60/120/180/240/300
** Armor Buff increased to 25/50/75/100/125 from 20/35/50/65/80
** Armor buff duration increased to 5 from 4
** Cast range increased to 750 from 650
* Infuse
** AP ratio increased to .75 from .6
** Cooldown reduced to 10 from 15
** Silence duration compressed to 1.5/1.75/2/2.25/2.5 from 1/1.5/2/2.5/3
** No longer grants double mana to soraka on selfcast.
* Wish
** Wish AP ratio reduced to 0.7 from 1.3
** Base heal reduced to 200/300/400 from 200/320/440
** Mana cost reduced to 100/175/250 from 200/275/350
Sona
* Aria of Perseverance
** Base heal reduced to 25/50/75/100/125 from 35/70/105/140/175
** AP Ratio reduced to .25 from .35
** Now grants double her passive aura bonus to her heal target and herself for 3 seconds.
* Fixed a bug where Hymn of Valor and Aria of Perseverance caused her to deal 20% reduced damage
* Reduced the lockout time while casting Sona's songs to make them more responsive.
More coming soon when I get the info. I don't have information on the other healers yet.
Hurm...
I wouldn't mind if they globally nerfed supports across the board honestly. Right now they just make the game waaaaay too boring. It's not too bad in normals where you get nonsense lineups which are quite entertaining but in ranked... ZZZZzzzzz...