I Am Happy Riot Is Taking Out Ancient Coin

EnigmaticMachine··2 votes·1,522 views

That Support item had zero interaction whatsoever. It also gave more gold through rng than relic without having to risk yourself for trying to get the gold. Relic is the most balanced support item because you need the lanes to continually collect gold and a teammate. Coin is the same way but you get too much for just running slightly towards the area and not having to fight for a cannon which is your only gold source as relic users. This is a step in the right direction for balancing the gen gold items on supports. I hope to see spell thiefs edge get a nerf too. Right now tanks are the healthiest in the support role. They perfectly compliment the high dmg squishy adc marksmen. I also enjoy the fact they are allowing ranged champs to execute minions with relic shield as well. It would make playing tanks that have ranged autos easier to get the gold but also make it more interactive and risky to get the gold as well. Thank you Riot for removing the cancer that was ancient coin where ancient coin was out gold generating a targons brace. That's how shitty and unfair coin was compared to relic and even targons. You could also run relic as an adc but it wont make too much of a difference. Honestly with how aggro junglers are in the early game I would encourage Riot to allow both adc and support to run two relics to help sustain and get more secured xp and gold from constant gankers.

6 Comments

Inkling Commando1 votes

i think this is bs. they aren't taking out coin. they're already removing 3 items (1 is understandable, 1 is a household name, and 1 i've never used). coin is perfectly fine. it is to discourage the sup from stealing the adc's cs while also earning gold. relic is the opposite. you have to beat the adc to the cs so you can actually proc relic.

EnigmaticMachine1 votes

[{quoted}](name=Inkling Commando,realm=NA,application-id=3ErqAdtq,discussion-id=94LgxFVh,comment-id=0000,timestamp=2019-10-30T18:20:51.911+0000)

i think this is bs. they aren't taking out coin. they're already removing 3 items (1 is understandable, 1 is a household name, and 1 i've never used). coin is perfectly fine. it is to discourage the sup from stealing the adc's cs while also earning gold. relic is the opposite. you have to beat the adc to the cs so you can actually proc relic.

Thats more balanced and interactive. What is your point?

Inkling Commando1 votes

{quoted}

Thats more balanced and interactive. What is your point?

do you honest to god think the adc will be ok with sup stealing cs?

EnigmaticMachine1 votes

[{quoted}](name=Inkling Commando,realm=NA,application-id=3ErqAdtq,discussion-id=94LgxFVh,comment-id=000000000000,timestamp=2019-10-31T01:27:30.363+0000)

do you honest to god think the adc will be ok with sup stealing cs?

You know if the support has relic has execute procs and they execute a cannon is 90 gold so then you and your adc will get 90. Making it 180 gold or 90 generated gold. So tell me how is that stealing???

Metal Janna1 votes

First of all, to directly answer your questions: I LOVE that they're opening up Relic Shield to ranged supports. Sometimes a little HP is all you need and the heals are just the cherry on top. I don't think Coin was unhealthy to begin with. It was less interactive than Relic but only slightly, and besides that a proxy battle is still a battle. Still, with Relic being viable on ranged supports Coin is kind of obsolete. Who would choose a little extra mana sustain over getting heals tacked onto your kit?

So from my experience on the PBE, here are the pros and cons to the new support item arrangement:

Pros: Now I can effectively use Relic Shield on my Supporianna, which means she now has the one support quality she always lacked: heals. Not having to buy upgrades means more gold for me early. Because of the self-heal on Relic, I might even be able to get away with a no health pot start sometimes! Because of the previous two things I have far more options for dealing with cheese ganks. Allows me to go with the Relic line without sacrificing gold generation.

Cons: Because taking Relic no longer means sacrificing gold gen, tank and hook support scaling is restored to where it was before they nerfed GPM on Relic. The choice between Relic and Spellthief's seems like a no-brainer. The tiny bit of AP on Spellthief's does not outweigh the shared gold generation, the heals, and the HP. The active gold generation effect on the new support items turns off when the quest is finished... however in my experience it takes ages to finish it so this matters little.

If the aim was to increase interaction between the supports then I think the changes miss their mark. However, IMO the pros outweigh the cons as far as increasing skill expression and early game agency for supports, which is good because they're also nerfing duo lane exp which would otherwise make botlane even more of a buffet for junglers.

HercaZ1 votes

With these new items they made the whole support role even less attractive. Coin was the compromise among the whole support items, because the quest in order to obtain warding item was stupid from the very beginning. And coin was fastest way to get wards up, plus it guaranteed more income which is especially important for a supporter class..

Talking about another side of Coin item, ability for a supporter to use bushes on bot lane as a strategical option. With coin a supporter can hide in bush and pressure enemy team in various ways for example blocking the lane from pushing, hexflashing in front of them. At the same time coin let me do it and get the income. Now as a supporter I have to stand in lane and suck up all the damage from ranged adcs/supporters and since I am melee I cant kite that well with my slow MS..

Coin also provided a huge bonus of gold and It gave pretty good stats when fully build, unlike the new items who are pathetic just from the start, like really pathetic, they basically give nothing to a supporter... Coin wasnt special, but these new items just laughable....

On top of that there are two major factors that impact gameplay now.

  1. As a supporter you can forget early roaming, since you are forced to stay in one lane to get money and to complete the quest...
  2. You lose part of your income, which highly reduce your speed of developing over the game. MS items are highly important for a support because supporter is not only supporting his ADC, he is also very important for map control/warding tasks. Now this will have large impact since the income is lower and as supporter you wont be able to get boots fast...

Another thing to take in to consideration, dependability on ADC. Supporters already are very dependable on ADC, basically if ADC lacks in his skill it is pretty hard to carry the bot lane especially if enemy team is good. With amount of money gain coin could offer there was a chance to actually push the bot lane even in dire situations, or just stack up some money playing fully defensive game. Now if your ADC cant farm and if you are pushed by the enemy, you have even less chances to gain money because you need to kill those minions.

So if you are facing a hard poking enemy team, you basically lose your income, on top of that you also lose your wards. If you try to farm while being poked eventually you die or lose experience because your pushed to base very fast...

I got 1,7kk points of game experience on Alistar and I can tell you that this nerfing the way it is carried out right now will result in even less balance. Starting with the last warding item update the game already became less about individual skill and strategy and more about restrictions and certain champions boosting/nerfing, with this update sadly the game is further moving this way and leaving less and less attraction to those who actually strive to improve and learn new tricks, rather than this the game become bland and routine, dependable only on certain ideas on how it should be played and leaving less and less room for improvisations and real strategy applications. I am very disappointed on these changes, because they are aimed at the most vulnerable and important game class, further increasing the already overpowered roles...

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