@Meddler Something Needs To Be Done About The Lackluster Late Game Of Supports!
So as I watch league at every level (whether it's bronze, high ELO streamers, or competitive play), the one thing that I notice every game is the supports. I don't mean their play, I mean the fact that they are always behind level-wise. And that makes things really annoying to play and watch. In most cases in competitive play, they filter all the experience into the Marksman while the support roams. And I was thinking of a possible way to fix this without breaking the game. The solution that I came up with is a system similar to one that is already implemented into the game. It's basically the same system set up for the junglers. In order to get any real experience with camps, you have to use a jungle item. Well I was thinking that the junglers benefit from this so much because they are gonna kill jungle camps no matter what, so it's basically built for them. What if we could do that with supports?** What is the one thing that separates supports from the others.** Everyone places wards, but supports clear them the most. So What if we give experience for killing wards. but we make it similar to junglers. You have to buy a support item to get the experience. And it won't be a ton of experience. Not enough that everyone will start a support item, but enough that maybe they can at least get a 3rd point in their ultimate by the end of the game. Maybe just under a minion's worth of experience. Maybe it scales with the game time or with minion worth. Maybe it doesn't scale at all. I think beta will be able to solve that for us. And yes, junglers buy the red trinket and clear wards a lot too, but they get enough experience from jungle camps, so they would have no purpose in buying a support item other than delaying their power spikes. And it would hurt almost everyone else if they tried to buy a support item just for the experience. Maybe it helps is the deciding factor of the support getting the gold and the experience or the ADC coming in and taking the last hit for the gold. It will also be a tool to teach low level players to clear wards. Kind of like a reward system.
I understand that it is not a perfect idea and it might be something that will change the meta in super low ELO play as they try to get every advantage that they can. But I know that In high ELO play and even the competitive scene, it won't be enough of an advantage for them to risk getting it. I had kind of envisioned it to make up for the old mastery that was removed. Maybe we set the experience gained at a set amount that scales off how far behind your team you are. Maybe it is a set amount that scales with time of the game. Maybe it is a flat amount the whole game like the gold from wards is. I don't think that the experience should be gained from clearing pink wards though, but that is up for beta to tell if it will be worth it. And I also think that it should be a part of every type of support item meaning both the ones that have special actives and the one that builds from Sight Stone.
I have linked the Spring Split Finals as a reference to anyone thinking that i am only basing my judgement on low level play. In game 1 the supports are as far as 5 levels behind being level 13 when their team is starting to reach level 18. And in game 5, the only reason that the supports are only 3 levels behind is because the game goes on for almost an hour. (i wouldn't recommend watching the whole game. just skip through the vods to late game, but you do you.)
** Thank You For Your Time! :)**
Thanks for looking out for the supports too! :)
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