There are 3 reasons that Redemption/Locket is the best combination for supports

Big Lincoln··6 votes·544 views

and probably will be even if the items are nerfed repeatedly; they're AoE, easy to use, and easy to appreciate.

When a large chunk of support items only allow you to provide benefit to one person at a time (and it can be a difficult decision to make with how fast teamfights are), it's no wonder that the two items that provide immense defensive value to your entire team are miles better than their competition unless their competition gets buffed heavily to compensate for not being team-wide effects.The only other support item that sees play often is item 3504 because it has direct synergy with these two. (and locket and redemption have synergy with each other)

item 3401 item 3109 item 3050 item 3222 are all items that only give you boosts to one ally, and sometimes yourself. more importantly, it's hard to coordinate three of these items to maximum effect in soloQ; Zeke's activating is largely out of your control and can pop just off of trying to clear minion waves, Mikael's means that your ADC both depends on you to use it at the right time AND for that ADC to notice it so they can avoid eating another one. And Knight's Vow requires you to have someone worth binding to that can make the most of it (ADCs are not usually worth binding to). Redemption and Locket, on the other hand, are as straightforward as can be; you don't need to coordinate anything to just drop a heal or a fat shield on your team, it's practically fire and forget. Items that don't feel like you rely on your teammates to make your actives matter (or at least, having some more control over those actives yourself item 3050 ) would go a long way, I bet.

Lastly the issue of satisfaction; even if these items are used well, it's hard to appreciate it. Look at Redemption's active; it's big, the heal pop is loud, it's NOTICEABLE and it feels good to use. This is the easiest fix; just make these other items more noticeable too.

make support great again

3 Comments

Viktor Von Lazer2 votes

"(ADCs are not usually worth binding to)."

Upvote just for this, LMAO

Big Lincoln2 votes

i meant it as knight's vow's damage reduction being much more valuable on people who are already durable

basically the item is best for when you have a juggernaut, because the resists they build means you'll take less damage, while you'll still heal plenty if not even more from them doing their thing than an ADC

but that sort of puts the item in a weird spot because you usually have to dedicate your build to protecting your ADC anyway

ChaddyFantome1 votes

I agree and have had a similar sentiment for a while.

Redemption isn't even as OP as it once was at all but what makes it "strong" isn't the actual healing done but the power of being able to have a semi global presence at the press of a button. Locket is on the opposite of the spectrum being powerful because it has an immediate impact when used that the player has total control over.

i disagree with the bit that redemption takes no coordination tho. you'd be surprised how many people ignore or acively avoid the healing like monkeys lmao. xD And the thing does have a wined up.

I personally don't think Locket mechanically has much wrong with it. it is more just profiting from the prevalence of Redemption imo.

Redemption will continue to be prevalent as long as it remains as cheap as it is on top of it being as flexible as it is. there is never a point where having an AoE heal with some damage is ever not wanted regardless of the power of said healing, unless the heal was just stupidly weak.

The change i would make to Redemption ultimately is to first raise the price by 500g. there is no reason it should be the cheapest support item the way it is when it is more of less the enchanters Deathcap coup de grace. This ALONE will make it a less attractive rush item and open up itemisation. The next thing i would do is make the cast range lower and make said range scale with MP5 similar to item 3028 . This firmly cements it as an item you get mid to late game after you got a few items to make it more potent.

If i had to make a change to Locket, i'd lower the base Shield and have it scale with bonus health, making more geared towards Tanky Warden supports without making it unusable by Enchanters.

Since Support itemisation is has tons of HP on it (tank support or otherwise) and tank itemisation is lowering flat health in favor or more resistances, this seems like a reasonable change to make. The two would still synergize with eachother tho so redemption is a nicer buy on wardens, while also not completely exiling not traditional supports such as mage supports, but ultimately making it less potent on them.

These changes will make them less centric to all support itemisation and even give them the potential to be even more potent if itemized properly for, while still presenting tradeoffs instead of have a best of both worlds scenario as we do now.

it gives much more diversity, choiceand thought into item purchases this way.

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