PSA about Support Itemization

Slythion··3 votes·471 views

The thing about support itemization is that it has to either be piss poor or god-tier from a gold efficiency standpoint. Supports are the role that traditionally runs off the lowest income, so support items have to be cheaper in comparison to other items.

But because of that the items have to be generally weaker than other items, as if they aren't then those extremely gold-efficient items are abused by other classes.

I just am kind of entertained by this dilemma we have around the support role and felt like explaining it to those who may not have been aware of this relationship. It's something important to keep in mind when discussion support itemization though, because when it comes down to it you realize it's quite a difficult situation to balance.

11 Comments

Espy Psyche3 votes

The solution to this "support itemization" issue already exists -- Spellthief's Edge, Ancient Coin and Relic Shield.

Just drive up the gold generation of these items, but increase the penalty for last hitting lane minions while having them so that laners don't buy them AND last hit in lane. Making it work in such a way like "wielders get half the gold from minion kills within X seconds of using the Tribute/Favor/Spoils", while giving a huge spike to the passive gold generation (the +2 gold per 10 seconds part) and the power of Tribute/Favor/Spoils to get gold would just give supports enough gold to buy regular items and completely avoid the problem.

It would passively nerf utility supports, but they can be buffed back into relevance by just making them scale better off utility items. We already have the stat in the game to add to all the utility support items (and increase their cost) -- Heal and Shield Power. All the utility support items like Redemption would have even more heal and shield power than they currently do (but cost a lot more), and the utlity supports can use the greatly increased gold generation from their buffed Eye of the Oasis to afford them. Additionally, abilities whose utility scales off AP such as Nami's movement speed boosts could be changed to scale off of Heal and Shield Power.

Tank supports would build the Eye of the Equinox in an otherwise full tank build. Eye of the Equinox, boots, and all top lane tank items from there on out such as item 3143 item 3075 item 3742 item 3193 item 3065 .

Mage supports would build the Eye of the Watchers in an otherwise full mage build. Eye of the Watchers, boots, and all mid lane mage items from there on out such as item 3089 item 3165 item 3285 item 3135 item 3116 etc.

Big Lincoln1 votes

disagree, support items just need to be more than raw stat boosts and stat-checks item 3504 item 3109 item 3050 etc

item 3107 is op but there's at least gameplay associated with it. support builds need to be MUCH MORE flexible than they currently are, we simply need more items that offer specific functions

Slythion1 votes

I think you may have applied your own opinions into my post

I never talked about stat boosts or anything like that, I'm simply stating the fact that support items need to be more gold-efficient than other items which sets up a relationship where they can be easily abused by other classes

Where that power for the gold-efficiency comes from was never addressed, and I'm not so sure it's even relevant.

I never even talked about flexible builds or anything either, but I'd assume if you increase the amount of viable support items you would increase the amount of support items that are used by other classes as well.

Big Lincoln1 votes

I think you may have applied your own opinions into my post

i haven't, you are talking about the issue of gold efficiency

the issue is simply that support items are stat-based. when they are good enough to be bought just for the merit of their stats, they get picked up by other classes (ardent, knight's vow).

what I would do is reduce their gold efficiency through raw stats, up some support base stats to compensate and focus support items primarily around their actives like some items are/were item 3190 item 3107 instead of item 3504 item 3109 which have huge benefits but no gameplay attached.

Slythion1 votes

So you wish to lower a support's stats in favor of having item actives

Wouldn't that alienate several tank supports as well as push supports into a single style of play?

Keep in mind I'm debating for the sake of debate, I want to stretch this idea out and see what kind of gameplay result it takes us to.

Big Lincoln1 votes

I don't really care for the concept of a tank support, but they can always just buy tank items to favor stats over actives. Tank supports have this problem worse than enchanters and mages IMO, since they're not generally tanky innately but they don't have the gold income to make up for it like a solo lane tank does. I would say a 'tank support' should be expected to play more like a support, or at least a very support-like warden rather than designs like Leona being pushed bottom.

Wouldn't that alienate several tank supports as well as push supports into a single style of play?

well the way I have it panned out is to have a LOT more support items that serve a much wider variety of purposes. Bringing back the Puppeteer item from Black Market Brawlers, slightly modified, an item that gives you a quick and short disengage, items that help other champions close the gap, stealth removal, mobility stoppers, things like that

Slythion1 votes

I would be terrified of those items being abused by other classes.

Take someone like Renekton (maybe not the best example but I'm tired) who doesn't necessarily need scalings and can kill squishies with nothing but base damages. Or really anyone who isn't limited by damage but more their kit like maybe Garen.

I would expect these guys to thrive off items that provide actives that negate their kit-designed weaknesses.

Big Lincoln1 votes

well seeing as how riot is obsessively forcing teamwork, i'm sure you could find a way to make it so that these things have to applied by allies to avoid someone buying it themselves

or you could accept the trade-off they make for that by losing a lot of stats other items would give

MysterQ1 votes

I made a post saying support items should mostly have a v2. So Redemption, and Redemption Advanced. Where it is just a massive price for very small stat boost. Something no one would rush (not even suppory), but just an option for those very late games where you sit on max items and gold and still need a slot for pinks but have less power than everyone.

Edit. Of course people complain already about support items being to strong lol.

This Is Your Dad1 votes

I think one good idea is to have a support item that passively provides you with control wards late game when you have all 6 slots full. Other than that, making support items reduce the damage you do to champions might be good to curb the power while still maintaining the purpose. So if you buy a Redemption, your heals and shields will be stronger but your damage will be lowered.

Just Blame Jenny1 votes

I just want a dedicated pink slot. Sure would be nice if I didn't have to stop building stuff at five items. I never purchase a sixth unless:

  1. It's the end of the game, and I think the next fight will decide the outcome. In which case I sell remaining pinks and pick up a sixth item.
  2. I'm hard carrying on a support like Zyra , and my team needs me to be as strong as possible to win team fights. (This happens rarely.)
  3. It's a norm, so yolo.

In any other case, I can't really justify giving up the utility that a pink slot provides. It's kind of a bummer to sit on a few thousand gold and be completely unable to spend it, because one of my slots is occupied by a ward instead. Nor is it terribly uncommon.

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