@Riot: Season 5 and lack of support itemization(and choices).

Knight Devout··3 votes·1,437 views

Hi guys! I'm posting again a discussion about support itemization. I'm really happy of the work you are doing with junglers, of the tentative smite changes on PBE, but I'd like to point out one controversy. Quoting from your patch notes for 4.21 about increasing minions gold:

You could call this a form of importance-creep (although you'd be weird to call it that) where things need to keep up in importance in relation to each other but, similar to our thoughts with Dragon not giving a global gold bounty, this was another place we could introduce some accessible gold.

I'm glad you are acknowledging that there is an issue about the importance of the objectives, and that was a nice change for laners, but I'd like to point a issue I felt through preseason: Supports are suffering from a series of consequences from the changes while getting nothing back. It sums up to: 1) Dragon bonuses (except the true damage and movement speed) are not really appreciated by supports as they scale with the champion stats, and being the role with the least available gold, having less gold and a bonus that scale with your gold is a double strike worthy of master yi. 2) lane minions, increased spawn rate of siege minions, and more smite charges and gold for junglers increase the gold gap between supports and laners/junglers.

Now, I'm all in for supports being the last role in terms of gold and personal power, and that they have to strategize and work for the team, but I feel this is a little step back from what we used to do, and it goes against your goals with the support itemization changes in season4.

In a previous post, I tried to discuss some possible changes to at least broaden the amount of choices support can make, increasing the mastering of the role without buffing their personal power too much. The goal I had was making the role options for their midgame and lategame more flexible. Also, there are a few buffs to sightstone but that require gold, however I don't think they are too heavy as sightstone is slot inefficient. (Sure, better than sacrificing a slot for wards, but still inefficient). The buffs shouldn't increase the power of the supports too much,* but lategame they can access a small buff to their intended role in the teamfight, or game strategy.* I'll copy/paste the post under this line, but there is also a link above. I'd really appreciate some answers on what plans you have for supports in season 5 and also some feedback on this proposals.

Season 4 gave us a peculiar but fun and interesting option to itemize as support players, and while I agree with Riot priorities in tending to junglers in the preseason, it's evident enough the shared feeling about the need of more choices as support players. In this excellent post by Pyro(EUNE) , the author explains the problem with support itemization, and his take at a possible solution.

I basically agree on everything he says about strategy and lack of choice, but I wanted to make another post about a possible itemization update for supports as we digress on just two thing,Aura items being impossible to implement without promoting "power without gameplay" and the need for sightstones to be gold efficient. Here's my thought on both those points.

#Sightstone: enchantment and upgrades My idea about sightstone enchantment is quite the opposite to the same concept applied to Machete items. For machete items, the item defines your strategy, and the enchant the stats you need for that strategy on your champion. Sightstone, however, is centered about holding wards, and providing vision, and it's essentially a support only item, as the only champion building it in competitive are jungler with poor scalings or overloaded kits. Plus, when warding the sightstone is cost efficient by itself. This means that adding stats to sightstone as an enchantment will make it a valuable pick for any jungler that can scale with that stat (and eventually sell it only lategame for a sixth item). In my opinion it's fine for a non-support to get a sightstone, but my idea revolves around the concept that the sightstone price efficiency is calibrated around the gameplay and disadvantages of sharing a lane. Here's how to prevent solo laners and junglers to abuse sightstone, will still making them able to pick it for vision needs.

  1. item 2049 Sightstone will become a starter item, as other support items, but with zero stats, and the ability to store only 3 wards and place 2, at the cost of 400 gold
  2. Sightstone upgrades are purchased by gold, but only available when enough gold has been farmed with any of the three support itemsitem 3301item 3302 item 3303 . 3.Sightstone upgrades are tied to vision. They offer different options for your vision needs. Plus, purchasing an upgrade increases your max charges of Ghost Wards of 1 (4 total).
  3. Sightstone enchantments are tied to role. They offer combat bonuses, and can be used to decrease the gap in the lategame against champions with more items (you will still be behind, but a little less). Plus, purchasing an enchantment increases your max charges of Ghost Wards of 1(5 total).

New Sightstone is green instead of blue, as it only offers normal stealth wardsitem 2044 . OFC the icons would be tweaked to make it different from wards. It costs less than 500 gold(precise cost is useless in a discussion), and whoever laner , or jungler, wants to help his team with vision, can purchase it and place wards with it, with no hindrance, but, due to point 1, he will be unable to upgrade it. Now that is clear that laners won't pick the sightstone upgrades, here is how we can tune the item around support's playstyle. First of all, Sightstone means vision, and the first upgrades for sightstone will be available relatively early . Different support items grant a different amount of gold, and so your lane performance affects when you will be able to purchase your upgrades . This said, the item could have different gold required based on the efficiency of the support items in generating a gold income.

Once enough gold has been gained, the upgrades become available at the shop. As said, they are tied to vision, and they follow the same pattern as trinkets. item 3340 Topaz Sightstone-VISION COVERAGE: Wards placed by this sightstone lasts 60 second more . item 3341 Ruby Sightstone- REVEALING: Wards placed by this sightstone have true sight for the first 3 seconds, and enemy spotted by this wards will be revealed for the duration. item 3342 **Sapphire Sightstone -SCOUTING **Wards placed by this sightstone have increased sight radius, and , for the first X seconds(long duration), they can see through walls.

As you can see, the upgrades reflect your strategy about warding and vision. Enchantments, however, are much more personal, and reflect how you do intend to play as a support. Enchantments are more expensive than upgrades, and don't grant any flat stat. However, their combat advantage grant a baseline presence into teamfights regardless.

Enchantment are named after the four elements, and provide combat bonuses Mobility Enchantment- WIND http://wow.zamimg.com/images/wow/icons/large/spell_nature_cyclone.jpg : Grants increased movespeed when moving toward allies, or fleeing from enemies. Can benefit from both sources at the same time. Defense Enchantment- EARTH http://wow.zamimg.com/images/wow/icons/large/spell_nature_earthshock.jpg : Gains damage reduction for each enemy champion within a certain range. Reduces slightly the damage of enemy attacking you for a short duration . Sustain Enchantment-WATER http://wow.zamimg.com/images/wow/icons/large/spell_nature_riptide.jpg : Gains % of missing health and mana regen, increasing greatly out of combat. Damage Enchantment-FIREhttp://wow.zamimg.com/images/wow/icons/large/spell_fire_flamebolt.jpg :Ignores a small percentage of the enemy resistances. Each few seconds, damaging an enemy will apply a DoT for % of their current health

Those bonuses are mostly revolving around percentages, or require allies and enemies to work, or are time gated. While being average or less in term of raw efficiency, they improve the slot efficiency of the sightstone , while the percentage components means they will stay relevant throughout all the games. On top of that, I tried to enchantments as generic as they could be. Let's make an example with a popular support, Leona Leona . The upgrade choice is completely irrilevant to her combat, and thus she can choose freely. When it comes to enchantments, she has actually different options. Earth scales well with her base resistances. Fire could be lethal in conjuction with her combo damage and lockdown. Water is great if she wants to start roaming between lanes and objectives against a team that splits often. Choosing the correct upgrades for the correct game, or the correct enchant at the correct time will increase the mastery required to play support, make the role more rewarding , fun, and interesting


#Support and Gold items

Most, if not all supports take a support item, and since they build in only 1 item, the endgame builds are stale. (Check Pyro post here as he explains it really well). My idea to work around this is simple:** create a second item for each starter, with the same recipe, with a different PASSIVE effect.** As with the current items,item 3069 item 3401 item 3092 , the passives will be something useful teamwide. However, to avoid the same issues of aura items such as Aegis, they will only be strong in certain conditions. Basically, I refrain from using auras like the old Will of the Ancients, and try a different approach that mimicks the item actives, and applies that same concept in a different scenario. This way, picking the correct endgame support item will once again be a test of your understanding of the teamfight ahead, and how you plan to tackle the game. Experience and role mastery will have a weight, where now you buy Face of the Mountain just because it's better than having a Targon bracer. The items will have the same stats as their Active counterpart, but with a different name and icon, (and passive effect in place of an active, of course).

MOBILITY item 3069 Desert's Compass Way of the silk: This unit, and nearby allies, have increased movement speed out of combat. This bonus stacks until a cap.

The Talisman alternative is of course still tied to mobility, but , unlike Talisman, it provides a weaker, but consistent bonus: The difference in strategy is more pronunciated than what it looks like. Talisman allows for quick escapes and engages. On the other hand, the Compass makes team really fast when wandering between objectives, switching lanes, or moving in general. This item would be best picked by teams who plan to rotate between lanes or roam the jungle a lot securing buffs and objectives while picking separated enemies.

DEFENSE item 3401 Aspis of the Rakkors Aura- Shield raised : This unit, and the nearest ally unit, takes reduced physical damage. Damage from criticals effect is reduced even more.

This passive sacrifices the ranged, flat value of Deadly Phalanx for a prolonged effect that is more efficient if 2 conditions are met: protected unit and support can stay close , and the enemy is a physical damage dealer. The idea behind this is quite simple: Face of the mountain is related to targon, Pantheon is inspired by spartans. This passive works like the phalanx unit of the spartans, a man protecting the man near him . Of course, the critical damage reduction is just a bonus toward the enemies like Zed, Yi, Fiora or Tryndamere, but the critical damages will still deal a lot of damage. While more efficient, it's still better for the adc to just run away from the enemy and gain distance, but doing so removes the damage mitigation from the item. However, supports like Alistar, Braum,Leona and Thresh, are commonly found either near their adc peeling for him, or on top of the enemy to apply cc. This means that, at least for them, the bonus is always worth, as they couldn't be able to defend both them and their adc with FotM active. However, FoTM is still highly effective against burst mages or in a case where your adc, or whoever needs the shield, cannot stay close to you.

CROWD CONTROLitem 3092 Rapier of the Ice Dervish Numbing Icicles: Spells cast by nearby allies refund a % of mana on hit. Plus, when expending a charge of Tribute , the enemy is also slowed by a small% for a average duration, and will take % additional magic damage, stacking. If 3 stacks are applied to the same unit, the third stack will grant 3 times the damage increase,and increase the duration.

This passive is probably the easier to read. It's made for sieging, and while being much weaker than its active counterpart, the aura of mana refund can make stalling under turrets quite difficult. On top of that, the passive bonus when expending tribute can creates some cool moments: the %damage increase of a charge is not enough for be rewarding, but enough to be meaningful in a siege. On the other hand, stacking 3 charges on a champion will make him extremely vulnerable to magic. This means that diving the wielder of the Rapier , or ignoring his focues harass, can put the engager in a very bad scenario when he will find himself in the enemy team with the support dead, but taking significant magic damage from all sources. I tried to make the slow meaningful as the current iteration of Arctic Embrace, with a 80% slow,is quite strong. However, I also diluted it over a longer time window and easier availability.


TL;DR=Supports need more options, rather than more raw power. Sightstone upgrades and enchantment increase slot efficiency and strategy . Upgrades define strategy, Enchantments define role.

Items now have a passive alternative as their third tier upgrade. The passive is focused around the same goal, but with a different approach.

8 Comments

Rhlax2 votes

I didn't read the post but I agree with your title.

Knight Devout1 votes

Well, thanks anyway ^^ By the way, here is the TL;DR.

TL;DR=Supports need more options, rather than more raw power. Sightstone upgrades and enchantment increase slot efficiency and strategy . Upgrades define strategy, Enchantments define role.

[support]Items now have a passive alternative as their third tier upgrade. The passive is focused around the same goal, but with a different approach.

Rhlax1 votes

Supports need more options, rather than more raw power.

Absolutely agree.

Sightstone upgrades and enchantment increase slot efficiency and strategy .

Absolutely agree. An idea: Teleports to sightstone wards should have reduced cooldown (Mastery).

Items now have a passive alternative as their third tier upgrade. The passive is focused around the same goal, but with a different approach.

Are we talking about sightstone here? I am confused

Knight Devout1 votes

Are we talking about sightstone here? I am confused

I'm talking about support items, Ancient Coin, Relic Shield, and Spellthief Edge. The second part of the post.

Pushover1 votes

I like the idea of 3 different upgrades to sightstone, but I'm a little worried for the enhancements. Junglers are also somewhat common buyers of a sightstone, and either Earth or Fire could be difficult to make work on a support while not being much more powerful on the jungler. I would also change Topaz to be something like +1 placed ward (to allow 4 wards placed), since 3 wards will only give you the same coverage anyways, and get cleared the same.

As far as the gold items, I'm fairly happy with how they are right now. On someone like Sona, I will often start Spellthiefs, but Talisman is a much better item than FQC, so I won't upgrade it. On some supports like Thresh, if I don't need the FOTM shield, then I will also switch Relic Shield for a Talisman later.

I would more ask what your thoughts are on the newer support items.

I really like the new Righteous Glory, as it fills a number of spots that many supports need in the early/midgame. It provides a fair amount of health, which is a problem on many supports. It provides a greater mana pool, which can also be a boost for certain supports like Blitz or Thresh. Combined with Talisman you have a good way to initiate a fight with even immobile champions. The second active can also be useful for either peeling or chasing.

Banner of Command is another alternative to Locket, since you generally need to buy Aegis anyways. It can quietly push a sidelane, and if you can ever get a Baron buff, a promoted cannon can be difficult for many teams to clear. The AP is very useful on the right champions, namely the champions that are usually in the back anyway (Sona, Janna, Nami, etc). If you don't need the shield to deal with some AoE, Banner seems quite strong.

Ohmwrecker still probably doesn't have a spot, but it's no longer a complete joke of an item. It provides decent armor and health, along with 10% CDR.

There's at least 2 new item choices on supports. Mikaels is no longer mandatory, and it seems like the only mandatory part about supports is the first 3 items of gold item, sightstone, boots. Aegis is arguably required at some point if the other team has a mage, but there are 2 item options out of Aegis. Mikaels, Glory, finished gold item, etc are not really required on a support, but they are obviously good options.

You do bring up a good point about sightstone feeling very lacking lategame, but I don't think enhancements feel right on them, especially if the jungler can pick it up too. The 3 options for the upgrade do look nice, though.

Knight Devout1 votes

#JUNGLERS CANNOT PICK THEM UP.

  1. Sightstone will become a starter item, as other support items, but with zero stats, and the ability to store only 3 wards and place 2, at the cost of 400 gold
  1. Sightstone upgrades are purchased by gold, but only available when enough gold has been farmed with any of the three support items

It costs less than 500 gold(precise cost is useless in a discussion), and whoever laner , or jungler, wants to help his team with vision, can purchase it and place wards with it, with no hindrance, but, due to point 1, he will be unable to upgrade it.

Reread the post. Sorry for caps, but If I don't make it clear people will bring it up EVERY 2 posts.(I know for experience) No, junglers cannot pick it up: They don't share gold from support items, so they don't pick it up. Period.

They don't, unless they play support for the first 15-20 minutes.

Knight Devout1 votes

About the itemization, yes, Righteous glory is a really good addition, but I usually build it on junglers like Sejuani or Mumu, rather than supports, just because priorities. Banner of command is really fun, but in most occasion the minion alone is not enough of a threat to send someone to get it due to turret priority: unless you promote a minion inside a large wave, he will still die without taking the turret, because he will be the first target to be shot down by the turrets (similar to Heimer turrerts or Zyra's plant). Omhwrecker is still situational at best, and a trap-item in the rest of the situations: simply put building straight armor to diminish the turret damage AND enemy damage is often a better solution, even if less elegant.(This is more of an issue with turret damage tho). The zz'rot portal would be interesting, not much for the active, but as supports you usually don't pick GA and this item also gives BOTH Armor and MR( basically the same thing that makes Omhwrecker bad, in reverse: Omhwrecker is bad because Frozen heart is too good, while Zz'rot will be nice because as support you don't want to pick GA).

Knight Devout1 votes

Bonus question: any idea on how to name the Sightstone enchantment to something more Lore Friendly? Something like, idk, some important places or family , or theme. Like, Void for the wind enchant, Noxus for the fire enchant, etc.

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