The 'Ally Buff' Keyword and how it can expand itemization options.

Chess435··4 votes·1,341 views

After reading Xypherous' thoughts on a big ticket support item and consolidating support buffs into a category that can be referenced and thus affected by itemization, I decided to make a rough draft of how such a concept could open a new bevy of itemization, particularly for support champs.

Note that some of my numbers for items come from the current PBE changes, (You can see them here: http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/NT7UcOWt-613-planned-adjustments-to-more-stuff-part-2-teleport-support-items) which aren't final.

Simply put, all abilities that are capable of directly, positively affecting the user's allies will have the 'Ally Buff' keyword on their tooltip. Then you can make items that increase the power or duration of said buffs. Buffs that can only affect the user would not have this keyword and would thus be unaffected. Despite the name, a champ will benefit from any ally buff modifiers even if the ability is self-cast. Note that some buffs can't be modified by effect modifiers (Such as Kayle ult), and some can't be modified by duration modifiers (Such as Heimerdinger passive) Finally, for an ability that does multiple things, only the portion of the spell that directly benefits the ally is modified.

EXAMPLE Nami has 100 AP, +10% buff effect, and +10% buff duration. She casts a rank 5 E on her allied Vayne. The on-hit damage would increase from 105 to 116.5, the on-hit slow would increase from 40% to 44%, and the duration would increase from 6 seconds to 6.6. Additionally, her passive would grant 88 movespeed instead of 80, and last for 1.65 seconds. This would also be the case if she self-cast the ability.

Abilities that are 'Ally Buffs' Alistar E Bard W Braum W Ezreal W Fiora R Galio W, E Heimerdinger Passive Janna Passive, E, R JarvanIV E Jayce Cannon E Karma E (Including Mantra'd) Kayle W, R Kindred R (Note that this can affect the enemy heal too!) Lulu W, E, R Lux W Maokai R Mordekaiser W Morgana E Nami Passive, W, E Nidalee Human E Nunu W Orianna W, E Shen W, R Sivir R Sona Q, W, E Soraka W, R Taric Q, W, R Thresh W Zilean E, R

Borderline edge-cases Bard R Lulu Passive TahmKench W Yorick R Let me know if I missed any here.

ITEMIZATION OPTIONS The items in the 6.13 support itemization changes can be simply modified so that "Heal and Shield Power" becomes "Ally Buff Effect" Next up, we can modify the Ancient Coin line of support items, swapping some of the extra regen stats (Or the CDR they're about to get back) for more oomph on their buffs. Finally, we can modify some existing items to give them more of a niche.

item 2053 Point Runner now grants 20% Ally Buff Duration while active. This will carry over to item 3512 and item 3069. On item 3056, this bonus becomes a whopping 50%, turning the holder into a potential tower diving/defending monster, even when the active isn't useful.

Finally, what this allows us to do is make a large force-multiplier (ala item 3089 or item 3078 ) item for supports that allows them to double-down on their utlity without resorting to an overpowered active or overtuning the combat stats, which would result in other roles poaching the item for themselves. I present to you the Tome of Eternity.

TOME OF ETERNITY Recipe: item 3802 + item 3801 + item 3801 + item 3114 + 750 gold = 3800 gold +400 Health +400 Mana +100% Base Health Regen +100% Base Mana Regen +40 Ability Power +15% Cooldown Reduction Unique Passive: +25% Ally Buff Effect Unique Passive: +5% Maximum Cooldown Reduction Unique Passive: On Kill or Assist, restores 20% of maximum mana, and additionally grants 15% movement speed and 25% Ally Buff Effect for 6 seconds.

This item, while a substantial investment to finally complete, has useful components that a support can feel comfortable sitting on. Once completed, it becomes a substantial multiplicative force for their utility, with hopefully a statline modest enough to turn away champions who can't take advantage of the passives. Most AP mages who would consider this would be better off with item 3027.

FAQ: Will this affect items? No. Current item actives and aura effects are balanced around their current effects and cooldowns, which could cause all sorts of craziness when given something to scale with. I don't want to make another Runic Bulwark.

Won't this break [champion]? Implementing this concept will more than likely result in the reduction of existing AP utility scaling in current support kits so that things don't get too terribly crazy.

"Ally Buff" sounds weird! I know, it's more of a placeholder name until I can think of something that rolls off the tongue better.

TL;DR Buff spells get a keyword. Items modify those spells.

8 Comments

Aptest2 votes

TL;DR Buff spells get a keyword. Items modify those spells.

I agree and the core idea of the item is something that i like.

however let me nitpick a bit:

these items: item 3801 item 3114 are not very useful for a support, and constitute gold that goes into nothing.

item 3801 is not an effective item for supports because they already have sustain through shields and heals and item 3114 simply exists on every caster support item for some reason so supports basically already have 2 of them which is 1 too many since supports DO NOT LACK MANA AFTER THEIR SUPPORT ITEM IS COMPLETED.

Basically these two items constitute gold being used to purchase nothing. on a gold starved character.

I suggest either a cost reduction for your item, or something that gets built from item 1053 item 3145 as replacement

Chess4351 votes

{quoted}

I agree and the core idea of the item is something that i like.

however let me nitpick a bit:

these items: item 3801 item 3114 are not very useful for a support, and constitute gold that goes into nothing.

item 3801 is not an effective item for supports because they already have sustain through shields and heals and item 3114 simply exists on every caster support item for some reason so supports basically already have 2 of them which is 1 too many since supports DO NOT LACK MANA AFTER THEIR SUPPORT ITEM IS COMPLETED.

Basically these two items constitute gold being used to purchase nothing. on a gold starved character.

I suggest either a cost reduction for your item, or something that gets built from item 1053 item 3145 as replacement

item 3114 is getting modified on the PBE so that it currently grants a 10% heals and shields. That would effectively equate to 10% Ally Buff Effect under this new system, making it much more useful. The reason item 3801 is in is that it's a simple to build item that has useful stats for everyone and wouldn't add any more passives to the final product. If you were still looking to trim the statblock and cost a bit, you could potentially swap out the two bracers for item 1011 .

Aptest1 votes

the most important stat that needs to be trimmed is mana regeneration. mana regeneration has less value the more you have of it, and once you reach a certain threshold (most caster supports reach it with just their support item complete) the value of additional mana regen is a flat 0.

I repeat: after your core items, the "gold efficiency" of mana regeneration is 0. I.E. you gain absolutely nothing from buying the stat. you gain no additional combat stats. no additional sustain. no additional relief from RTBing for mana. nothing. So why should you, as a support, be paying for it?

making item 3114 have a useful passive is an extension of this annoying trend: tying up the passives and actives that supports want to buy, with stats that have no value or use. I.E. I'm going to buy the passive, but also have to pay for 2 item 1004 that i have no use for.

The play pattern of "cast more spells, have more mana" is fairly bad. casting less spells that are more individually efficient results in having a higher impact at all stages of the game. in addition the more spells more mana leads to being out-traded in any short engagement, and being unable due to lower efficiency to sustain back. I.E. your mana actually runs out FASTER if you go foritem 1004 than if you go for item 1052

as for your item 1011

I think support items are plagued by having "general purpose" tankyness and cdr (and mana regen) slapped on them. Let's not put HP on it. At all. How about AD and life-steal? Give supports more ability to poach jungle camps and clear minions. Supports deserve offensive item choices, because they literaly have 1 offensive oriented item available to them.

Chess4351 votes

{quoted}

the most important stat that needs to be trimmed is mana regeneration. mana regeneration has less value the more you have of it, and once you reach a certain threshold (most caster supports reach it with just their support item complete) the value of additional mana regen is a flat 0.

I repeat: after your core items, the "gold efficiency" of mana regeneration is 0. I.E. you gain absolutely nothing from buying the stat. you gain no additional combat stats. no additional sustain. no additional relief from RTBing for mana. nothing. So why should you, as a support, be paying for it?

making item 3114 have a useful passive is an extension of this annoying trend: tying up the passives and actives that supports want to buy, with stats that have no value or use. I.E. I'm going to buy the passive, but also have to pay for 2 item 1004 that i have no use for.

The play pattern of "cast more spells, have more mana" is fairly bad. casting less spells that are more individually efficient results in having a higher impact at all stages of the game. in addition the more spells more mana leads to being out-traded in any short engagement, and being unable due to lower efficiency to sustain back. I.E. your mana actually runs out FASTER if you go foritem 1004 than if you go for item 1052

as for your item 1011

I think support items are plagued by having "general purpose" tankyness and cdr (and mana regen) slapped on them. Let's not put HP on it. At all. How about AD and life-steal? Give supports more ability to poach jungle camps and clear minions. Supports deserve offensive item choices, because they literaly have 1 offensive oriented item available to them.

The problem with AD on a support-oriented item is that most supports are rarely in a position to utilize it. How often are you autoattacking enemy champs past laning phase? Probably very little. Additionally, if you make it attractive enough stat-wise that it heavily encourages such a play pattern, there's nothing stopping the enemy carry or that toplane Fiora from grabbing it too. The closest I usually get to building attack damage on supports is grabbing item 3748 on Leona when I'm really far ahead and want to snowball.

Aptest1 votes

I play bard, so maybe I am an exception - but I AA people outside the laning phase a LOT.

of course i don't come up to them and trade damage Aram-style that would be stupid since they have damage and I do not. But Once things start I'll constantly right click between spell casts.

A vamp scepter item will give supports the following additional qualities: the ability to shove waves to some extent (their spells suck at this usually, not looking at you lulu), the ability to poach jungle camps. Also it opens up AD-scaling champions like Rengar into the support role (ok i won't actually be thrilled to see rengar support again, fu rengar).

Also, the ability to scale into late game with the no1 crit item in the game, zeke's herald

Having read Xypherous's post, the play pattern of "many small spells" is a bad one. In lane, it is only valuable if there's enough mana to open up the "good spell combos" on heavily mana-gated poke supports (we're not going to see constant EQcombo spam from lulu mains i fear). Out of lane, trading spell for spell with itemized opponents is downright stupid.

In full combat, the full combat doesn't last long enough to merit the extra longevity, and even if it does the extra punch of "less spells, more power" approach wins out by outright making it shorter and in your favor (damage early > damage late).

Barring specific champions built around many small spells that have small spells designed to be effective as such (sona? eve, ezreal, ryze) the many small spells play pattern is bad for everyone. An item path designed to support it is a bad choice simply because it is supporting something undesirable.

after the patch, talisman of ascension will have two good things going for it: the roaming passive (but Xypherous, y not in the jungle where i need to go if i want to roam and rotate? y just IN LANE? sadface) and the active which is under-powered. both of which you need to pay for by not having an item that supports a better play pattern AND has a better active.

the more i think about it, gold items are all currently supportive of "sit in lane and help your ADC CS". because the tribute passive requires minions to die, the frostfang needs a constant opponent, and targon can stack but it requires you to proc by CSing.

Could use a support item that supports roaming and not being in lane.

here is a concept for a fantasy support item:

Found sliver

5 AD

passive: moving builds charges slowly. at 100 charges, your next AA against your opponent grants bonus gold. if you are lower level than your opponent, your next AA steals XP.

Wanderer's blade

25 AD, 10% lifesteal

passive: moving builds charges slowly. at 100 charges, your next AA against your opponent grants bonus gold. if you are lower level than your opponent, your next AA steals XP.

border guard's spear

40 AD, 15% lifesteal

passive: moving builds charges slowly. at 100 charges, your next AA against your opponent grants bonus gold. if you are lower level than your opponent, your next AA steals XP.

active: Draw a line on the map. opposing team champions may not dash through that line for 3 seconds.

Cyberpunk Eevee1 votes

It's a good idea for people newer to support focused champs. I know I'd spend less time in the shop as a support if it was faster finding items. I like the Tome of Eternity idea. Good for either style of support, be it mage or fighter.

BloodyTompon1 votes

I like the concept in general of adding a multiplicative stat to supports beyond CDR. Arguably death cap and void staff are too, but supports never have the gold to invest in these.

Having said that, I'm not sold on it being an all encompassing 'ally buff' multiplier stat_s_ (most ally buffs have two parts, duration and power) In general the power would be the healthier, but it's difficult to say that across so much variety. I think it would possibly be better to segregate them into several different types of ally buff. Speed ups, heals, shields, attack modifiers. As you've mentioned in the post, certain ones cannot only be altered in a particular way (Kayle ult not having any further degree, Heimer passive not having any duration component). By segregating them there is a bit more control and finesse that could be applied in a way that a single broad ability cannot.

Chess4351 votes

Bumping to the top.

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