more accurate mastery rating system for supports
I'd like to suggest riot improve its mastery rating system to more accurately track the impact that non-damage heavy supports have on the game. I can play kennen, nunu, or lissandra support get like 5/1/7 and get an S building damage but when I play orianna, or kayle or a similarly passive shield/heal support I can go 1/0/28 and only get S- every time.
This is even more evident on kayle who can easily be played either way, when I build heals I can go like 2/1/26 and get A+ but if I build damage and go 7/1/7 I get S-. I mained orianna as a shield support for a long time and it's really evident that the game weights damage far higher than healing/shielding and other metrics such as cc score and vision score. I understand that tracking some things such as map awareness and being good at babysitting incompetent carries so they dont die from poor positioning may be difficult but this problem has existed since they came out with the mastery system and it's getting tiring trying to level a relatively low poke support when I can level a poke heavy support in a fraction of the time.
On a more specific note, after having played mainly heal/shield supports perhaps Riot might try to add in tracking of whether or not a heal or shield saved a champion's life by tracking the damage they took during the shield or for a short time after a heal. Additionally, Riot may want to track allied movements in response to an alert ping which could then be compared to enemy movements and possibly add to mastery score by detecting whether or not allied champions would have been near enemies had their course not changed around the time the ping was placed.
More advanced metrics might be how enemy positions or damage output changes in response to an ultimate or other skill use such as preemptively ulting a ganking jungler on orianna which then causes the enemy laners to break off their engage, or detecting a change in the portion of enemy damage received by the adc when the support is bodyblocking or similarly attracting fire.
This all isn't to say that i play only to level mastery score, I mainly only play five champions (four of which are already mastery 7) my point is that numerous supports affect the match in ways unique to their champion - or at the very least unique to a playstyle that their champion's kit affords them the ability to use - which the current mastery rating system neglects to account for. Updating the mastery rating system would be a long deserved QoL update for the role that spends so much time ensuring a good QoL for all of the other roles every match.