Support Shrines (Role Rework Concept):
#Hello. Thank you for taking the time to join this discussion. The main purpose of this thread is to suggest a fairly radical overhaul of the support role. You are welcome to post your own suggestions for support changes here as well.
For the vast majority of League of Legends' existence, the support role has been the least popular role. There is no question that many players simply feel unable to enjoy the role in its current state. In draft pick, Riot has resorted to the autofill system in order to "force" players to support. in In blind pick, it is often reserved for whoever is slowest in calling a role.
The zero-CS support role evolved primarily from the lack of a proper place for a fifth role on a team, as there are only 4 decent sources of gold and experience (lane CS + jungle). Because of its origins, there has always been a sense that the support role's main goal is to minimize what it "takes" from the other players rather than focusing on what the support can provide. I think there are many reasons that the role is unpopular stemming from this: lack of gold to buy items, lack of experience/levels (making the support feel especially vulnerable), a sense of being less valuable/influential than other teammates, a lack of recognition for team contributions, the expectation of being scape-goated when things go badly... But I think the biggest turn-off of the role is being "tethered" to the ADC with limited self-determination for the support.
My suggestion below is aimed at creating a more substantial fifth role on each team, while providing new support objectives around the map, thereby liberating the support from bot-lane babysitting.
#Support Shrines: http://imgur.com/woc7fcf Shrine I: Water Shrine Shrine II: Fire Shrine Shrine III: Earth Shrine
#What are they? Indicated by the ruins icons in the map image above, they are small structures built into sides of existing walls on the edges of the jungle. They resemble small ruins containing different relics. When inactive, they are overgrown with jungle foliage. Activating them clears away the overgrown foliage, revealing the relic until the foliage grows back.
#What do they do? Activating a shrine provides the support with a chunk of gold and xp, similar to clearing a camp as a jungler, except that the support would receive the gold and xp over time while the shrine is active rather than instantly. Overall, the shrines would provide much less gp + xp than jungle farming or CS'ing, but they should provide just enough to compensate the support for the time spent roaming between lanes to keep them active. While active, the shrines provide vision directly around them, and they provide modest supportive effects within the lanes nearest to each shrine along with global buffs.
Possible lane buffs could be: increased allied structure defensive stats, decreased allied inhibitor respawn times, stronger allied super minions, and buffed champion defense stats when near allied turrets.
The global buffs could be equivalent to 1/2 of an elemental dragon buff, could be shown on the dragon buff mouse-over, and could be amplified by elder dragon's effect. Shrine I (Water Shrine): Equivalent to half of an ocean dragon buff. [Visually, the rivers could flow out of springs pooling from the Water Shrine.] Shrine II (Fire Shrine): Equivalent to half of an infernal dragon buff. Shrine III: (Earth Shrine): Equivalent to half of a mountain dragon buff. All 3 Shrines Active: Shrine effects are doubled (equal to a whole dragon buff). [No cloud dragon buff equivalent because there are only 3 lanes/shrines and there is enough mobility creep. The global damage increases from the shrine buffs are mostly negated by the shrine lane bonuses, specifically increased allied structure defensive stats & buffed champion defense stats when near allied turrets.]
#How do they work?
At 1:35 or so, the shrines become available to activate. Activating the shrines requires the summoner spell, Clairvoyance http://imgur.com/ibmQHMg, which becomes the support equivalent of
in this concept. The support can activate the shrine by standing in front of it and channeling on it for a short while, like capturing a control point in dominion. Or a shrine can be instantly activated from a global distance by casting Clairvoyance on it. Activated shrines would remain active for ~5 minutes, so it would be fairly easy for the support to keep them all active while spending most of their time supporting in lanes like supports currently do.
[Note: the starting cooldown of Clairvoyance and the shrine activation timer would of course be subject to balance according to the results of in-depth playtesting, etc.]
I imagine the shrines could be made contestable by adding the potential for them to be deactivated by the enemy support via channeling it (Clairvoyance only working for activating). Deactivating a shrine would normally be a risky action, because it would require the support to enter the enemy jungle and channel in an area where the enemy team is guaranteed to have vision since activated shrines provide allied vision. A shrine could also be reactivated immediately after being deactivated, so deactivating a shrine would only be useful in certain situations where the enemy cannot easily reach their own shrines (like if they are pushed into their base). Deactivating an enemy shrine would be especially important in the strategy of sieging inner turrets due to their locations and the suggested structure defense bonuses. Fights over controlling shrines could become very interesting, especially in the mid-game. In the early-game, deactivating shrines would most likely not be worth the risk unless setting up a bait (which could easily back-fire) to kill the enemy support when they try to reactivate it.
#Related Suggestions
http://imgur.com/ibmQHMg Clairvoyance Enhancement Customization:
Equivalent to
Smite enhancements, special Clairvoyance enhancements could be added to support line items.
Non-sightstone versions could provide an extra Clairvoyance cast charge or reduce its cooldown [
lowest cooldown].
Clairvoyance cooldown decreased, and summons two icy ghosts at the cast location, which seek out and slow enemy champions.
Clairvoyance radius increased, and allies gain movement speed while inside or moving towards the revealed area.
Clairvoyance reveal duration increased, and provides an aura that buffs allied champions and minion resistances.
Redemption could possibly be made into a healer-specific support starter-line, in which case its active would become an enhancement applied on Clairvoyance cast. Or Redemption could remain separate and just synergize decently with the new Clairvoyance effects.
With the above changes,
line would work best for frequently catching enemies for your team and making them easy to pick off.
line would work best for quickly grouping up at an objective at the revealed location.
would work best if you plan to teamfight at the location you are revealing, ie., revealing a dragon/baron that the enemy is fighting.
I also think that
item ward recharges could spawn at the shrines. Every 5 minutes or so, a shrine could generate one sightstone charge, which would be indicated as an amber gem resembling the top of a
on the ground next to the shrine. Only one charge per shrine would be accumulated at any given time. In order to collect the recharge, the sightstone owner would simply need to step on the amber gem while having an available empty sightstone charge slot. If necessary to compensate for this buff, sightstone items could have their charge slots reduced by one.
Thanks for reading! Please comment with your feedback and ideas. It would be great to get some Riot feedback. -Sam
Ps. Responses to many things like concerns about snowballing, Clairvoyance timers, etc. are addressed in further detail in the thread's discussion.