Would there be room in the future for Murksphere(that one support item from BMB) to come back in some form? Because currently there is no support item that directly synergizes with how more passive enchanters wish to play.
Mages have a support item that gives gold for attacking the enemy. New changes also give them "Netherstride Grimoire"(also from BMB) type passive upon stack discharge.
Tanks have an item that gives pretty efficient tank stats, which are pretty close to
, and stat wise, way better than the other support items when compared their dorian's equivalent (coin is worth a
+little bit of CDR). The new changes also further the ability for tanks to absorb damage in teamfights.
And the new coin seems geared towards the supports that want to be up in the enemy's face, zoning them off of the minion wave with the threat of engage(
), and while the quest rewards are helpful to enchanters, it doesn't benefit them more than it would (almost) any other type of support. The extra point more helps out those champs who have multiple skills in their kit that are necessary for their playstyle, and you want points in them almost equally(Thresh q/e, Blitz q/e, Rakan w/e). Enchanter's on the other hand, usually max their shield/heal first, then everything else is rather meh as far as adding power to their kits goes(an argument could be made for Soraka though, what with the regen from her q, but she of all the supports needs correct positioning the most).
So supports like
don't fit into any of these play styles, especially coin's which presents them with the choice "put yourself out of position and into danger, or you get no gold", and none of the quests' rewards really synergize with them either. Only one is helpful, and even then not in a synergistic way.
Now, do not take this as me railing against the coin change, because I see that it is necessary. And those champs shouldn't be able to just sit in the back and almost afk for their gold(Janna and Soraka are in my top 5 highest mastery champs, bty). But they also shouldn't be forced to play against how their kits require them to, just to get gold.
And that is where Murksphere would come in. The enchanters, as a class, prefer to go in for short trades and, by either reducing the damage done with a shield or just healing the damage done back, slowly wear down their enemies in a battle of attrition. They also tend(or, at least, they seem) to build the most active items out of the classes, and are therefore more likely to get more use out of
.
As of August 2015, Murksphere had the stats of
Stats
+25% base mana regeneration
+5% cooldown reduction
UNIQUE – SWINDLER'S SHIELD: Shields target ally from the next 60 damage. You generate 1 gold for every 4 damage absorbed (maximum of 15). Self-cast shields will not generate gold from monster damage. 15 second cooldown
Sound familiar? That's because
has the exact same stats, though without the active attached.
The short cooldown of Murksphere, pared with the fact that most of the enchanter's "enchanting" skills are less than the cooldown, would mean that the enchanters would have to actively engage in combat in order to gain gold, yet in a way that synergizes with their build path(globe of trust built out of forbidden idol) and playstyle. The potential issues are that you would be unable to make an eye item out of it, as it already has an active(however, that would also cement it as the pure support item, built for going with
), and the fact that an extra sheild, with nearly Karma's lvl 1 streangth, might make it overpowered(though changing it to be based upon target's lvl would work, as not to be overbearing lvl's 1-3)
As for the quest, I personally like the idea of giving the support's a shield whenever an ally that they shielded or healed took damage, up to half of the effect(or a max of 300?) that stacks(if multiple allies affected and taking damage, stronger shield for the enchanter), but wears off after a while(sort of like
, but instead of refreshing upon doing damage, it refreshes upon an shielded or healed ally taking damage). An enchanter protects the team, should the team not do the same for them?
(It just seems that it would be fitting*[slayer-jinx-wink]* )
If the gold gen is used off cooldown, and having it be used fully each time(both happening is slim), isn't even that far off the other items. It would place the gold gen at 60g per min, with 100% being earned actively, compared to
's of 60g per min(taking into account the passive 2g per 10),
's range of 50-82g(2 castor minions - cannon minion+melee minion and the 2g per 10) per min, and new coin's ~76g(depending on drops and finalized value, with the 2g per 10)
This would also free the coin to be directed fully to the likes of
and
, instead of them having to share a gold gen item with a class that wishes to position in a completely different way than them.
If you survived that massive wall of text (I ONLY MEANT IT TO BE A FEW PARAGRAPHS! WHAT HAPPENED?! щ(ºДºщ) ), thank you for reading through all my rambling.
Even if using the Murksphere and derivatives isn't feasible due to data you collected during the BMB, or you can not think of a way to balance it to use in today's League, I urge you to look into a support item for the enchanter's that does not force them out of their play pattern so massively.
Sincerely,
And enthusiastic god **support ** of the rift.