The amount by which the support role impacts the game should be a more contentious issue.
So I thinking to myself why Thresh, and other supports manage to have such a high impact despite under performing in terms of good game criteria besides assists (basically, the variables Riot uses to calculate rankings for roles). I know that supports have become popular here after sightstone was implemented, but I've seen a lot of people make a glaring but easily avoidable mistake when discussing this role. You see, when you make a statement like "support is just as hard as the other roles" what you mean to say is "the lack of tools equipped to the the low-effort medium-reward playstyle conceived by Riot Games becomes more difficult relative to all other roles." What you're playing is not actually a champion as they were meant to be played, but the closest approximation that was conceived and developed by several people employed at Riot Games. Oddly enough, every other role in the game does not have to justify their contributions to the team, as they are self-evident. They get to accrue gold and make meaningful contributions based in decision making. A support's contribution to the team is supplying passable vision that was most likely funded by catered itemization that gives them literally free gold and being a bodyguard for the carries. The role that you're playing is a bandaid expression of the MOBA genre, in fact, it's hard to call it an expression of the people who actually created the MOBA genre. They are hired by game companies to conceive and develop playstyles for many different players. I'm not saying that supports are holistically less skillful, but the skill floor and skill cap for this position are inherently lower due to the cards the support role are dealt. Take DotA 2 for example: support heroes there often find themselves a good 5 levels below the rest of the team. Why? Well, the answer is another question: why GIVE the support any experience in the first place? And that still remains unanswered at a fundamental level of game theory, so it must not only be answered but implemented via game design. The only way to stop min maxing of the allocation of resources is to shoehorn character roles such that they are disproportionately tuned in order for a more consistent axis of decision making, opportunity, and function. This way, they can appeal to those who have difficulty with other subtleties in the other positions on the map. It's all marketing. And don't be fooled, it's been marketed towards you as well. The problem arises when champions like Annie, Alistar, Sona, Nautilus, Leona, Thresh, and Janna become overtuned to the point that it removes decision making from the process, and warps the gradient of opportunity and function. You are not an altruistic team player, any more so than the jungler for ganking, the top laner for taking teleport to help out, the mid lane for ganking, or the ADC for pressuring objectives at the risk of their lives. You are a cog in a five man team, and League of Legends is holding your hand the entire way. I'm not saying it's not okay to enjoy this role, or that it's objectively bad, I just think you ought to be honest about what you're playing, and it's not as demanding a role as all the others.