Why don't supports get the treatment jungler itemization went through?
Since League, and as a result Wriggle's Lantern, were released many people abused items that were made very powerful to allow champions to jungle, despite those people not jungling. Riot thought it was due to the item's design, which was AD, Armor, and Lifesteal, but the problem was reciprocated when jungle itemization was reinvented.
To solve this issue. Riot ended up tying jungle itemization to
. This gave junglers an exclusive set of powerful tools that would not easily get nerfed due to lane abuse. However, some laners took
in order to access these tools. Instead of this being considered bad at a first glance, it was considered an interesting trade-off, since you essentially gave up both a summoner spell and an item slot that has the majority of its gold value invested in neutral monsters. This also allowed Riot to gauge the actual power of the items and related actives since it was consistently being used against champions, not just neutral monsters.
Overall, this was a huge step in the right direction as far as jungle itemization goes.
Now we need the same to happen for supports.
Supports originally had no gold income, so they remained weak throughout the game, being forced to buy auras and actives to try to give the other 4 players an edge in teamfights. That was best-case scenario. Unless you were far ahead, most of your gold was dedicated towards wards.
This was later remedied by adding
. It was a 'decent' change in conjunction with a global GP10 increase, as well as GP10 runes, but since laners got the gold increase as well and you gave up almost necessary early game stats in the case of runes, supports were still very far behind in impact. Junglers ended up abusing (I'm using the term loosely here)
making them look closer to what we all wished supports could be.
To fix this issue, Riot introduced
and added new support-centered items. These items gave some form of huge utility as well as a diverse system of gold generation that supports would suit best. We all know how
has been abused as-of-late, and we all know that if supports are ever given really potent options under the current system, everyone outside of supports will be using them.
To fix this, why doesn't Riot make a support-focused summoner spell that functions as
, but has the same system as
? They already have
that they could modify to fit the system. Instead of granting wards, however, they would grant an active that would compliment the utility of supports in place of the summoner spell they're giving up. If needed, you could even slightly reduce the gold gained from minions and give it to a nearby ally in order to further push it solely towards supports.
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Supports would no longer be pigeon-holed into spending an item slot, as well as some of their already lackluster income, on an item that really isn't an interesting choice. Its a required 'choice.'
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The possibility of adding a number of non-dedicated supports, including non-mages, to the 'support roster', depending on the utilities added by the item actives.
3)Other champions would likely not abuse the items because it requires them to give up both a summoner spell that overlaps with
and an item slot. As long as
remain sufficiently strong, it is very unlikely this system would be abused.
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It would allow give Riot levers to balance support classes independent of their main-role counterparts, allowing the support meta to be adjusted and diversified easily.
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This also opens up options for early game support-only harass items, letting kill lanes become an interesting choice, though the power would likely have to come from a stacking system of some kind and be very weak if advantages are not gained.