Supports and the fall back in exp

MrFluffyPuffy··8 votes·494 views

I think you could give the support items a passive, for example:

Unique Passive: Heroic Savior: You get every X seconds X amount of experience, if you didn´t kill minions/monsters or champions (it still activates with assissts) within x amount of seconds. Doesn´t activate if an ally is in x range. Probably also: The passive isn´t activated until the first wave arrives.

Maybe some base stats of the items itself needs to be weakened, so solo lane champions which roam much don´t abuse this.

Edit1: I consider using Ivern´s passive as "killing" the camps. Otherwise I need to add "befriend with monsters" to the list. xD

Edit2: Yet the passive I advised shouldn´t give to much experience, because you still make the decision to roam and there for you need to pay a price. But it general should help supports out (deep warding and so on).

4 Comments

Breaku2 votes

Eh, I don't think it's that big of an issue. When a support falls behind in exp it's usually on purpose for the teams benefit.

Rakvir1 votes

It's gotten to the point where I'm saving up some IP for a third 2% experience quintessence so I can have a runepage dedicated to games I have less-than-stellar confidence in my ability to stay relevant long enough in the early game to not be completely rofl-stomped by the time the enemy team starts getting their second item.

9 rune pages so it's not like I cannot sacrifice ONE of them to at least try it out and see how it goes.

MrFluffyPuffy1 votes

I really don´t understand what you want to tell me with this. But if you want to tell me that runes are there for. I want to mention that runes should give an advantage to a champion (for example: Zed getting faster lvl 6, so he could get a safe kill) and not compensate a disadvantage for a whole role. Also it would take you the choice of your runes only for being roughly on the same level like the rest of the team.

Rakvir1 votes

I am simply stating that getting behind in levels has reached a critical mass in my personal play experiences that if I am behind an absurd amount of levels, the mere value of raw stats simply from level differences negates anything I do to compensate.

Therefore, if I can stave off exactly WHEN I am outleveled, I feel that the time investment will eventually pay out in one way or another further into the game.

Level disparity is something I agree needs to be addressed and that concept as a whole is why, "It's gotten to the point where...", etc.

Your idea is something unique and perhaps my comment was better suited to one of the other support level threads but it's said and done.

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