Support Vision and Item Overhaul
WARNING: This is a fairly large post. If you downvote, please leave a small comment describing what turned you off in this post. I value everyone's opinion and can only improve if you voice why you disagree with my approach. As long as you do me that small favor, feel 100% free to downvote. :)
EDIT: Thus far I have heard a lot of concern for bot lane mages and wanting to get rid of Sightstone completely. I am considering Trinket/Summoner/GP5 interactions as well as trying to figure out whether or not damage oriented supports are healthy for the game. I think Brand/Zyra are overtuned late game, but other than that I do support them.
With this post, I would like to open up a discussion about some of the problems facing the support role and introduce some potential concepts for the community to work with. This will end up being a fairly large overhaul and will have a lot of repercussions, but is aimed at creating a healthier atmosphere overall for supports and their teams.
The support role suffers from a number of things: • Reduced gold income compared to other roles • Roaming expectations lead to reduced experience income • Lack of palpable agency in combat • Low recognition for contributions • Itemization constrained by Sightstone and income • Lack of substantial pre-game decisions • High dependence on team to the point of feeling unequal to other roles
All of these things have improved over the years, but there is still a lot left to be solved before the support role feels like it is equal to the rest of the team. One key to this is to truly transform the support role from "Ward Bitch" to something more meaningful and less derogatory. The support should be the master of vision and shot calling, right alongside the jungler. While the support role is dependent on others for damage, each role should ideally look to the support for guidance on vision needs. With the increasingly team-oriented approach to warding that is Trinket usage, one could argue that supports now provide supplemental vision on top of existing coverage, something that has left the support role valuable, but somewhat empty feeling.
My suggestion is to fully transform the vision game into a team approach, but to let the support make important decisions and contributions that other roles cannot. With this change, I would like to retire Sightstone in favor of a more itemization-friendly substitute. With this change will come changes to all GP5 support items and each Eye item, all of which I will address individually. Whilst discussing these changes, I will refer back to the problems that supports are having, such as experience gains and overall itemization.
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Oculus Gem (400 gold) 
UNIQUE PASSIVE – TECHMATURGY: Trinket cooldown reduced by 20%. UNIQUE ACTIVE – VISIONARY: Consumes a charge to create a visible Clairvoyant Zone at target location for up to 120 seconds, granting vision and preventing enemies from placing new Stealth Wards within the zone. While inside the zone, friendly Stealth Wards have their remaining time doubled. If the zone ends, any friendly Stealth Wards inside have their remaining time halved, rounded up. Stores one charge every 180-90 (based on level) seconds, up to 2 maximum charges.
Here we have Oculus Gem, the new, low-cost support item without the constraints of high cost or potentially unwanted stats. The way this item works is simple: you target a small, circular area, and for the next 120 seconds the enemy cannot place wards in that circle and all of your team's wards last longer while they are in the circle. The area inside the circle is revealed to your team, but the circle itself is revealed to all enemies, exactly like the circle provided by killing scuttle crab. This change will allow supports to maintain some vision and vision denial through these zones, but more importantly, it helps supports to guide their teammates into warding key locations and grants supports more access to Trinkets than other roles. Should the support decide to run with Red trinket, others will have to step in with Yellow trinkets to fill the zones left by the support. This gives the support some agency in deciding where wards need to be placed, but also gives the enemy team an idea of where you are warding, so choose carefully! Another big factor could be Sweeping Lens. My idea is that if you Sweep it for so long, the zone is destroyed.
Ocular Scepter (Oculus Gem + 300 gold) 
UNIQUE PASSIVE – TECHMATURGY: Trinket cooldown reduced by 25%. UNIQUE ACTIVE – VISIONARY: Consumes a charge to create a visible Clairvoyant Zone at target location for up to 180 (based on level) seconds, preventing enemies from placing new Stealth Wards within the zone. While inside the zone, friendly Stealth Wards gain 25% increased sight range and have their remaining time doubled. If the zone ends, any friendly Stealth Wards inside lose their sight range bonus and have their remaining time halved, rounded up. Stores one charge every 180-90 (based on level) seconds, up to 3 maximum charges.
A modest upgrade to Oculus Gem, Ocular Scepter further emphasizes vision control over combat stats in an attempt to dissuade non-support roles from buying the item. The cost and benefits are fairly marginal, allowing the support to postpone this upgrade in favor of other items, but without allowing Ocular Gem to be too powerful on its own. Notably, the zone will last longer to account for natural duration increases on yellow trinkets, and the wards will now grant additional sight range. Trinket cooldown reduction is increased simply to keep up with natural cooldown reductions on Yellow trinket, meaning that when you buy this, it will reduce the trinket timer by about as much flat time as when you bought Ocular Gem.
Insignia of the Overseer (Ocular Scepter + Forbidden Idol + Crystalline Bracer + 50 gold) 
+200 health +50% base health regeneration +50% base mana regeneration +10% cooldown reduction +8% bonus healing and shielding power +20 out of combat movement speed UNIQUE PASSIVE – TECHMATURGY: Trinket cooldown reduced by 30%. Item Active cooldowns (other than VISIONARY) reduced by 20%. UNIQUE ACTIVE – VISIONARY: Consumes a charge to create a visible Clairvoyant Zone at target location for up to 240 (based on level) seconds, preventing enemies from placing new Stealth Wards within the zone. While inside the zone, friendly Stealth Wards gain 30% increased sight range and have their remaining time doubled. If the zone ends, any friendly Stealth Wards inside lose their sight range bonus and have their remaining time halved, rounded up. Stores one charge every 180-90 (based on level) seconds, up to 4 maximum charges.
Here we find the replacement to Ruby Sightstone, a sort of Trinity Force of supports, so to speak. Rather than simply giving out a bunch of health, I decided that Insignia of the Overseer should pander to all supports in each of the key stat lines important to the support role. These stats are universally usable by all supports, as even Wardens can make use of the bonus healing and shielding power through FOTM and Locket. This important stat line is a mix of all those stats included in GP5 items, thus symbolizing an important itemization key to being a support. And yes, FQC will be seeing significant changes. Stay tuned.
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You may have noticed that Oculus Gem recharges over time rather than when going back to base. This is, I believe, an important factor in making the support more universally friendly to their team, not just the ADC. By forcing supports to go back to base for wards, the current game state has prevented them from being able to really interact with their team on a consistent basis. While the ADC's historically required immense hand-holding, many of them are quite independent nowadays and will often be able to hold their own in a 2v1 for a short time. This means that when an ADC backs, a support should have the freedom to roam mid, ward, clear river, etc... and should be able to come back to lane when the ADC arrives or should be able to go back to base for purchases. One large concern is that with a recharge system, supports will never need to go back to base because items do not matter to them. Wrong. If this is the case, serious steps should be taken to make support purchases FEEL impactful, thus giving them a strong need to weigh the pros and con of warding mid/roaming vs going back to base to buy. I for one would like to be able to gank with my jungler and not worry about my ADC feeding while I am gone. I simply think that supports lack the tools to make plays early on, such as out of combat MS. Boots of mobility help, but they take too long to buy currently. This could also help supports make extra experience by simply sticking around longer.
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Relic Shield 
+75 health +2 Gold per 10 seconds UNIQUE PASSIVE– SPOILS OF WAR: Melee autoattacks execute minions below 200 - 285 (based on level) health. Killing a minion by any means heals you and the nearest allied champion for 15 health and grants them kill gold. These effects require an allied champion within 1050 units of the user and consume a charge. Recharges every 40 seconds. Max 2 charges.
No big changes to the Relic Shield line to speak of. Something I would like to discuss however, is how experience is divided with this item. With a heavier focus on roaming, I would like to bring up the topic of proccing this item in mid or top lane. In an ideal world, a support should NEVER feel bad for sharing gold with an ally. In reality, killing a minion soaks up invaluable experience that a mid laner needs to perform well. Therefore, to prevent mid laners from raging at supports that roam mid, I would like to suggest that supports as a whole give full experience to their allies somehow. On Relic Shield proc perhaps. Or through a mastery. Something to let support roam mid, proc Relic, and not steal that level 6 from their mid laner.
Targon’s Brace 
+175 health +50% base health regeneration +2 Gold per 10 seconds UNIQUE PASSIVE– SPOILS OF WAR: Melee autoattacks execute minions below 210 - 380 (based on level) health. Killing a minion by any means heals you and the nearest allied champion for 40 health and grants them kill gold. These effects require an allied champion within 1050 units of the user and consume a charge. Recharges every 30 seconds. Max 3 charges.
Still no huge changes, but I would also like to consider the idea of minion executions working on a % health basis. I often find myself confused in games because I try to execute minions at half health 6 minutes in no problem, but in the mid game I can't execute until the minion is at 1/4 health. At that point, the window becomes VERY small because everyone on your team will 1-hit a 1/4 health minion. I wanted to go with something like a "below 40% health system", but then super minions would be too easy to kill.
Face of the Mountain 
+450 health +100% base health regeneration +10% cooldown reduction +2 Gold per 10 seconds UNIQUE PASSIVE– SPOILS OF WAR: Melee basic attacks execute minions below 340 - 680 (based on level) health. Killing a minion heals by any means heals you and the nearest allied champion for 50 health and grants them kill gold. These effects require an allied champion within 1050 units of the user and consume a charge. Recharges every 30 seconds. Max 4 charges. UNIQUE ACTIVE: Grant a shield to yourself and an ally equal to 10% of your maximum health for 4 seconds. After 4 seconds, the shield explodes to slow nearby enemies by 40% for 2 seconds (60 second cooldown).
Again, no changes, but something I miss was when FOTM exploded and killed minions, thus healing the shielded ally if you had stacks. I think FOTM's pulse could be changed to damage minions for the sake of a potential 200 heal late game. Rare, but potentially game changing under the right circumstances. Also, with the health changes to Oculus Gem et al., the % health scaling on the shield may need adjustments. Perhaps from 10 --> 12%.
Eye of the Equinox 
+500 health +200% base health regeneration +2 Gold per 10 seconds UNIQUE PASSIVE – SPOILS OF WAR: Melee autoattacks execute minions below 340 - 680 (based on level) health. Killing a minion by any means heals you and the nearest allied champion for 50 health and grants them kill gold. These effects require an allied champion within 850 units of the user and consume a charge. Recharges every 30 seconds. Max 4 charges. UNIQUE PASSIVE – TECHMATURGY: Trinket cooldown reduced by 25%. UNIQUE ACTIVE – VISIONARY: Consumes a charge to create a visible Clairvoyant Zone at target location for up to 240 (based on level) seconds, preventing enemies from placing new Stealth Wards within the zone. While inside the zone, friendly Stealth Wards gain 25% increased sight range and have their remaining time doubled. If the zone ends, any friendly Stealth Wards inside lose their sight range bonus and have their remaining time halved, rounded up. Stores one charge every 180-90 (based on level) seconds, up to 3 maximum charges.
Here we find a simple change of the warding scheme and a trinket cooldown reduction. With the bonus health from Sightstone gone, dropping the health from 500 to 300 seems reasonable, but debatable.
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Ancient Coin 
+25% base health regeneration +25% base mana regeneration +15 out of combat movement speed UNIQUE PASSIVE– FAVOR: Being near a minion death without dealing the killing blow grants 4 Gold and restores 5 Health and 3 Mana. (1400 range)
Live, it is a baby-sitters wet dream, allowing them to simply exist and make money. It is a very uninteractive item and is thematically weak. By adding in out of combat mobility, Ancient Coin and its upgrades will now serve as the item of choice for roaming supports who can make best use of visiting other lanes to soak up gold. Here I again note the importance of allowing supports to give full experience to their allies. You should never get pinged back because your ally doesn't want you taking their experience.
Nomad’s Medallion 
+75% base mana regeneration +75% base health regeneration +25 out of combat movement speed UNIQUE PASSIVE – FAVOR: Being near a minion death without dealing the killing blow grants 6 Gold and restores 10 Health and 6 Mana. (1400 range)
A modest upgrade of Coin's stat line. I will note the increase in regeneration stats across the board, as these things fall off appreciably late game.
Talisman of Ascension 
+40 armor +100% base mana regeneration +150% base health regeneration +40 out of combat movement speed UNIQUE PASSIVE– FAVOR: Being near a minion death without dealing the killing blow grants 6 Gold and restores 10 Health and 6 Mana. (1400 range) UNIQUE PASSIVE– POINT RUNNER: Builds up to +20% Movement Speed over 2 seconds while near turrets and fallen turrets. UNIQUE ACTIVE – ASCEND: Temporarily increases the power of a nearby allied tower or permanently increases the power of a lane minion and grants it immunity to magic damage (120 second cooldown).
Here we find the largest change to the Coin tree, both in terms of gameplay and theme. There are a number of factors at play in this decision:
- AOE movement speed overlaps with Sivir, Karma, Righteous Glory, and is overall uninspiring. Rework Righteous Glory as a support item.
- Banner now overlaps considerably with Zz'rot, making it a less distinctive item. Deleted.
- Ohmwrecker simply does not fit League's scheme as well as Azir's ability to raise towers. Deleted.
- Talisman is a Shuriman artifact, perhaps even owned by Azir himself. Make it ASCEND things, be it towers or minions.
- By allowing this kind of flexibility, in conjunction with the added mobility, supports can now get to the scene of the action to help in sieges, or help fight against them. Making a tower kill things faster has innate synergy with FAVOR and simply makes sense. The gold earned by this item could even be split between the support and the nearest ally, again making the support non-punishable for utilizing the item to its fullest capacity.
Eye of the Oasis 
+125% base mana regeneration +125% base health regeneration +40 out of combat movement speed UNIQUE PASSIVE– FAVOR: Being near a minion death without dealing the killing blow grants 6 Gold and restores 10 Health and 6 Mana. (1400 range) UNIQUE PASSIVE – TECHMATURGY: Trinket cooldown reduced by 25%. UNIQUE ACTIVE – VISIONARY: Consumes a charge to create a visible Clairvoyant Zone at target location for up to 240 (based on level) seconds, preventing enemies from placing new Stealth Wards within the zone. While inside the zone, friendly Stealth Wards gain 25% increased sight range and have their remaining time doubled. If the zone ends, any friendly Stealth Wards inside lose their sight range bonus and have their remaining time halved, rounded up. Stores one charge every 180-90 (based on level) seconds, up to 3 maximum charges.
Keeping with the theme of high mobility and roaming, this item simply gains out of combat movement speed and the new warding scheme.
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Spellthief’s Edge 
+25% base mana regeneration +4% bonus healing and shielding power +2 Gold per 10 seconds UNIQUE PASSIVE– TRIBUTE: Spells and basic attacks against champions or buildings deal 15 additional damage and grant 6 Gold. This can occur up to 4 times every 30 seconds. Killing a minion disables this passive for 8 seconds, stacking up to 4 times.
This will likely be the biggest source of contention, but hear me out. By making this item a bonus healing and shielding item, it does several things:
- Janna and Soraka now want it over coin in some cases
- Janna and Soraka will now have to play aggressively to proc the gold income
- AP utility scaling can be changed and fixed now that supports dont get AP
- AP supports like Morgana and Lux will likely benefit from this in terms of their support contributions
- AP supports like Zyra and Brand will fall off as is appropriate To make up for the lack of AP (damage), I would suggest bumping up the damage on proc, lowering the gold income on hit, and increasing the limit of procs from 3 to 4.
Frostfang 
+75% base mana regeneration +12% bonus healing and shielding power +2 Gold per 10 seconds UNIQUE PASSIVE– TRIBUTE: Spells and basic attacks against champions or buildings deal 20 additional damage and grant 12 Gold. This can occur up to 4 times every 30 seconds. Killing a minion disables this passive for 6 seconds, stacking up to 4 times.
Changes here are in line with swapping AP for healing and shielding power. You may have also noticed a paradigm shift on killing minions. The biggest thing here is I don't want a support to be punished quite as hard for killing minions, but I would like to see mages punished for farming with this item. This approach is debatable and likely requires tuning.
Frost Queen’s Claim 
+125% base mana regeneration +20% healing and shielding power +10% cooldown reduction +2 Gold per 10 seconds UNIQUE PASSIVE– TRIBUTE: Spells and basic attacks against champions or buildings deal 20 additional damage and grant 12 Gold. This can occur up to 4 times every 30 seconds. Killing a minion disables this passive for 6 seconds, stacking up to 4 times. UNIQUE ACTIVE: Summon 2 icy ghosts for 6 seconds that seek out nearby enemy champions (4500 range). Ghosts reveal enemies on contact and reduce their movement speed by 40% for 2–5 seconds (90 second cooldown.)
Changes here are in line with swapping AP for healing and shielding power. Additionally, I see no reason why a fully upgraded FQC should lose its negative association with farming minions. I understand wanting item diversity, but that should not apply to non-supports buying items meant purely for supports. There should be a consequence, and it should remain consistent.
Eye of the Watchers 
+100% base mana regeneration +10% healing and shielding power +10% cooldown reduction +2 Gold per 10 seconds UNIQUE PASSIVE– TRIBUTE: Spells and basic attacks against champions or buildings deal 20 additional damage and grant 12 Gold. This can occur up to 4 times every 30 seconds. Killing a minion disables this passive for 6 seconds, stacking up to 4 times. UNIQUE PASSIVE – TECHMATURGY: Trinket cooldown reduced by 25%. UNIQUE ACTIVE – VISIONARY: Consumes a charge to create a visible Clairvoyant Zone at target location for up to 240 (based on level) seconds, preventing enemies from placing new Stealth Wards within the zone. While inside the zone, friendly Stealth Wards gain 25% increased sight range and have their remaining time doubled. If the zone ends, any friendly Stealth Wards inside lose their sight range bonus and have their remaining time halved, rounded up. Stores one charge every 180-90 (based on level) seconds, up to 3 maximum charges.
A weaker version of FQC in terms of healing and shielding power, but opens up an item slot. Also receives the changes to vision as per Oculus Gem / Ocular Scepter.
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Whew that was tiring.... Please leave some feedback and get some discussion going on![slayer-jinx-catface]
should be removed considering it's origin, a rework is in order, however.
alot
of
fucking
cc
. Enchanters have less cc, but they have sustain (shield/heals) combined with offensive buffs. Janna is the first enchantress. Her shield gives tenporary health (sustain) and attack damage (offensive buffs). Nami, my favorite enchantress, as a heal (sustain) and her e gives magic dmg and a slow to basic attacks (offensive buffs). Finally, we have the mage supports that came out of someone ass. As much as I hate them for their ridiculous amount of damage, they are also the most weak to cc. They can be easily killed by a thresh hook or a nami bubble, requiring them to be careful. They are the risk/reward support because if they fail in lane, they dont have much use later unless the game goes on for a long time. For that, if we nerf their early damage, they will become non existant.
, but I can't rush that realistically and still be doing my job. That's rotten.
or to somehow incooperate it into the sightstone, but with your changes that would make it to overloaded.
Can you see the zones in the fog of war or do you need to get in visionrange of them first? like plants etc.