Riot is thinking about buffing the Ancient Coin line. What do you think needs to be done about it?

Pyro·6/16/2017, 1:53:34 PM·18 votes·1,630 views

From Meddler's Quick Gameplay Thoughts:

We've been looking at the starting support items now that they've been out for a while. Conclusion is that the Coin line is underperforming, so we'll be doing some more work on it. That will likely involve improvements both to the tier1 and tier 2 versions as well as the tier 3 upgrades (probably both Talisman and Eye of the Oasis).

Possible the Frost Queen's is also too strong, what we'll likely do is buff coin first though then reassess whether that's actually the case or not.

Some questions I'd start with:

  • What is Coin's purpose?
  • Who is currently happy with Coin?
  • Who could be using Coin, but doesn't, because it feels underwhelming?
  • How can this be changed?

Fire away with your ideas. I'll add some extra context.


To understand Coin's role in the ecosystem, we need to ask ourselves how did it come into existence.

#Story time.

http://i.imgur.com/yEvmFeR.png

Coin, or to be precise Nomad's Medallion, was introduced as a replacement to Philosopher's Stone. Philo Stone was a simple gold-generating regeneration item that built into Shurelya's Reverie (a Philo+Kindlegem item with the Talisman of Ascension active) or Eleisa's Miracle (an item more useless than Poacher's Dirk, which only granted regeneration and reduced cooldown of summoner spells like Clairvoyance and Clarity, but freed up its item slot after leveling up 3 times).

Philosopher's Stone was THE support item. At the time supports were ward bots who spent all of the money they had, and they had even less than now, on wards, which were not limited as they are now. So a support build in pro play would consist of a philo stone, boots, and a prayer to survive with the Oracle's Elixir intact, and then a slow and painful climb to assemble the most OP shit of all time that was Runic Bulwark. All topped with a shitload of wards to litter the map with. It was the time before trinkets.

The rich supports - like the healer slayer Leona - could even afford to buy Heart of Gold, a gold-generating item with Health on it. That one was once so strong all the toplaners and jungler built it, as first it was an armor+health item building into Randuin's Omen (fun fact: Shurelia and Randuin were Riot employees then, and IRL couple), and then later a component for Locket of the Iron Solari. To be fair, it also wasn't rare to see junglers and toplaners like Olaf and Skarner build Philosopher's Stone into Shurelya's.

And the mage supports had Kage's Lucky Pick, another GP10 item, but mage supports were usually toxic selfish Nidalee "supports" who refused to buy wards, so instead of getting any GP10 they rushed Deathcap. Kage's built only into the underwhelming Shard of True Ice or too-expensive-for-supports Twin Shadows and Morello's Evil Tome.

The situation changed a little for the better with the introduction of Sightstone, which relieved the supports from some of their gold burden.

#Then, the GP10 items got reworked.

item 3096 item 3097 item 3098

All those old items granted only flat GP10. They had to be dull and unattractive or otherwise every laner would get them. That changed with the introduction of new gold-generating items that required a lane partner to work. After a brief incident with double-Relic Shield toplane, the support landscape changed forever. They could suddenly afford items, and all their kits got changed with that in mind - "healer" type supports got AP ratios on their abilities, including some attempts at having their utility scale with AP. Suddenly slows and speedups on Nami, Lulu and Janna gained strength or duration with Ability Power.

You may notice that Targon's Brace and Frostfang have inherited their color scheme from Heart of Gold and Kage's Lucky Pick, though technically Targon's Brace took place of Emblem of Valor, a health regen aura item withou the GP10. Anyway, the new items are pretty much direct descendants of the old items.

But despite the introduction of AP scalings to utility of Enchanter supports, they didn't really have any good Ability Power items. Not until Censer, which started at measly 30 AP anwyay.

#At one point, the Coin line was pretty strong.

Of course it was just as weak and boring upon launch. Even moreso without the Quests. But people were used to Shurelya's active, and seeing it on Talisman meant that this was the item to build, even if it had zero combat stats beyond the handy 20% CDR. It didn't help that the first version of Frost Queen's Claim was pretty bad, having the Shard of True Ice active (short-ranged mild AoE slow) instead of Twin Shadows (changed later). So the tank supports built Face of the Mountain and reigned supreme over the squishies.

But then the pro players have come up with a genius plan: how about you buy Spellthief's Edge, but never upgrade it. That suddenly changed everything, as you didn't have to invest into the underwhelming FQC and could jump straight ahead into Locket or Righteous Glory.

It was also apparent that enchanter supports are wasting CDR. 20% on Talisman meant that with Ionians they could afford one support item at most before going overboard with it. And with the introduction of Forbidden Idol and Ardent Censer, there were many CDR items to build, even before the addition of "healing and shielding power" stat.

That's when Talisman went down to 10% CDR, but gained 20 movement speed. Which was pretty much the peak of its glory. Nomad's Medallion gained 10 MS as well. Suddenly the item became a perfect fit for many supports, allowing to offset the in-combat loss of movement speed on Boots of Mobility.

That didn't last long, though. A year later, Talisman got nerfed under many metrics, including cost, active cooldown and the removal of movement speed. At the same time Frost Queen's Claim changed its active from Arctic Embrace (meh) to the spooky icy ghosts (yay). Suddenly mage supports became dominant, with Riot themselves promoting Brand in the support role, and even the enchanter players chose the Spellthief build.

That brings us to a few conclusions.


#1. Ancient Coin is a relic of an old system that doesn't function anymore.

Supports need more than just regeneration (although it's great for long laning). Things changed, support kits changed, and even the "healers" utilize AP now. And Coin is left as the only lane item with zero influence on all-out combat.

#2. Spellthief is just more fun to use.

The coin-grabbing minigame is fun, but not as fun as poking your enemies to death. I admit it's a step in the right direction, though, and not much more can be done here, but the fact remains that Relic Shield and Spellthief Edge directly affect other champions in lane, and Ancient Coin doesn't.

#3. Coin should empower the Warden/Enchanter playstyle more.

Currently Spellthief line grants mana regen, which is a support stat amplified by the new Athene's passive. Coin line, while providing mana through its minigame, does not provide the regen stat. I believe this is an oversight. Especially in sieges, mana regen is necessary.


Here's the list of buffs I'd consider:

  • Bringing back the Movement Speed. 5 on Coin, 10 on Medallion, 20 on Talisman. Make it out-of-combat if flat MS would be too strong.
  • If not MS, consider the Healing and Shielding Power stat.
  • Something to reward you for shielding/healing. Remember Murksphere from Black Market Brawlers?
  • The coin minigame does not affect any other champions. It could. Having it grant some mana and/or gold to your lane partner might be broken, but it would be something. Consider the mana part.
  • Add a second final upgrade geared towards Enchanters. More choices to adapt is more power, more fun and more attractiveness overall. Components to consider:
  • Forbidden Idol (supports "healer/shielder" style)
  • Aether Wisp (because enchanters have AP scalings now)
  • Chalice of Harmony (MR counterpart to the armor upgrade that is Talisman)

How would you guys want to buff the Coin?

51 Comments

ModKnightsKemplar6/16/2017, 5:09:59 PM11 votes

Congrats, Pyro! You get to be our guinea pig today!

As part of the more active moderation role that Wardens want to take on the boards, we have agreed that short-term stickies are a good idea. We've heard the feedback that really smart, well-written threads sometimes get lost in the jumble, and we want to do something about that.

The theory is that by pinning a good discussion, we can help it gain some traction and get off the ground. After a day or two, we'll unpin it and let it go where it pleases. One of the reasons behind this is also to help Rioters see the topics that are hot on this sub-board right now. They don't have the time to see all the topics on the board all the time, but if we pin the really good threads, maybe we'll see an uptick in communication from them. That's the theory, anyway.

So.... today, this is the lucky thread! I'll be pinning this to the front of the gameplay boards (and this comment to the front of the post, to help people understand why it was pinned) for 24-48 hours to help it get some attention. I cleared this thread with 2 other Gameplay Wardens to make sure there's at least 3/4 consensus that this is a good discussion that we want to boost a bit. Feel free to leave feedback for us on this comment or on the intro thread found here!

Let the civil, productive discussion continue! Onwards, summoners!

--KempyreanPirate Gameplay Warden

EDIT: I realized that I didn't specify that I can only pin this to the front of the gameplay sub-board. If this doesn't have the desired effect, we'll have to re-think our strategy.

DeathBurst6/16/2017, 2:20:55 PM7 votes

We often talk about how there are mainly 3 playstyles in lane, that form a triangle and beat each other: poke > all-in > sustain > poke. I always thought the 3 GP10 lines were supposed to reflect those 3 playstyles.

Currently, Spellthief serves poke well, and Relic Shield serves all-in well too. But Coin doesn't really serve sustain well.

For starters, you mentioned that even heal/shield use AP now, so even if you want to mostly play passive and protect the ADC, you're better off with the AP on Spellthief. Even the heals from Relic Shield procs give more sustain than Coin.

On top of that, the coin mini-game is a step in the right direction, but now the trade-off between Coin and Spellthief quests is much less significant. Before, Coin was clearly safer. Now, they both entail similar risks. If the risks are similar, people will obviously go for the better stats on Spellthief.

So what does Coin need as a buff? IMHO, it simply needs a better set of stats that actually serve the sustain supports. MS, heal/shield power, mana regen, etc. The quest isn't bad, even though the reward is a bit underwhelming, but the core problem is the stats.

Also, I find myself using Eyestones more and more, and full tiers 3 items with active less and less, but I'm not a fan of having Armor in Talisman. It made it a somewhat interesting niche pick for Tank Supports who wanted to rush Ruby Sightstone/Righteous Glory and that didn't get any other Armor before their 3rd item. But as an item for Enchanters, it makes no real sense. I know that the goal was more to give them the Point Runner passive (which is great), but the attached Armor made it awkward.

But at least, Armor was always useful. There is always at least an ADC on bot lane (well, not "always", but 95% of the time). Provide an alternative buildpath with Chalice of Harmony? I'm really not convinced...

Common Satyr6/16/2017, 6:19:37 PM7 votes

As for the quest, it should either be completely reworked or it should just gives you a whole level up so you get the stats. Right now it feels lame.

One possible quest rework would be to give you a tether/link to one champion on your team, then you get +10% or 20% healing and shielding on that one champion.

The Fuzzy 0ne6/16/2017, 2:06:35 PM4 votes

I like the coins, but the mana ones feel like they don't give much of a reward and I actually think that if you have a scaled back mana regen passively gained (smaller amount than spellthiefs) with the mana coins adding on to that small amount of mana regen, I think that would really go a long way.

Also, even just a small buff to the pick up area for the coins would be amazing too because I can't count the amount of times that I get screwed over by a minion wave while trying to get a coin that appears to be safe to get.

Another thing is that, in the past, I would get coin in a lane that I know I'll sustain heavy poke and will have to play passively. But that doesn't seem to be supported by the new coin at all. Spellthiefs and relic both feel like even if you have to sit back for a bit you will still be ok, but if you have to sit back with coin then you lose way more than either of the other items. With that in mind, perhaps a scaled back mana regen and more passively earned gold might help?

Mysticman896/16/2017, 2:08:55 PM4 votes

On other threads I've seen the suggestion of cdr that exceeds the cap (maybe 5% or something, so with the mastery, full cdr items, and that, one could get 50% cdr), although that might be too strong. Still, it's attractive to a broader subset of supports, and I feel like most champions are supposed to make a choice in their starting item based on match up and playstyle, versus always wanting the same one 100% of the time.

Lacking that, heal/shields are pretty common to conventional coin users, so they could go that route. It would have the side effect of making the item a bit less attractive to any champions (current or future) who lack built in heals/shields. Maybe not totally insurmountable since most will be building at least one of locket or redemption, but still.

Okuma6/16/2017, 1:58:13 PM4 votes

#2. Spellthief is just more fun to use.

It's also better on most of the supports in the current meta.

SwiftKitten886/16/2017, 10:07:51 PM3 votes

... honestly.. a flat out revert would be the best imo

the entire benfit of item 3301 was to be able to pick a support you can safely... to not put yourself in danger...

for item 3092 you need to use mana or autos to proc it. its even harder for champs like Morgana to do this now because they need to put themselves in MUCH more danger because they don't get 3 procs off the passive

item 3302 makes u get in melee range which make u a prime target for the enemy adc

the main benefit of the old item 3301 was you could lane SAFELY... you didnt need to use mana to get the gold.. and u didn't need to put yourself in danger.. it allowed u to player safer for those matchups where you were at a major disadvantage

another old benefit was that you still got the benefit of gold when pushing with the team when grouped as a team item 3092 can net u some gold for turrets inhib or player

item 3401 would get you NOTHING as the chances your team would let u last hit a minion when they are all groups is zero

where as the old item 3301 you still got the gold for being near the minions...

so not only did they remove the laneing phase benefit of a safe laning phase.. they removed the lategame gold benefit for staying with your team while grouped.

Darkdemon6536/16/2017, 3:24:37 PM2 votes
  • Coin pickup range is increased
  • Coin pickup changed to give gold, health, or mana
  • The chance for health to be picked up is increased inversely with current health and the chance for mana is increased inversely with current mana
  • Get rid of Point Runner
  • Elixir of Skill changed to straight up grant an additional skill point for any basic ability OR quest reward is changed to grant a permanent movement aura
Aptest6/17/2017, 1:53:06 AM2 votes

Hi pyro, I do not have any completed thoughts on the issue, but here are some garbled thoughts:

The coin-grabbing minigame is fun

It s fun in the same sense that shoving a cucumber up your anus is fun: Some small minority of people are into it, most people just think it's gross.

Healing and Shielding Power stat.

Healing and Shielding is a boring mechanic. Healing and shielding amplification is a boring stat. Rewards for healing and shielding is a boring idea.

The coin minigame

Snoozefest minigames that offer no fun should be outright removed.

How would you guys want to buff the Coin?

Coin should definitely grant some combat stats. Since offensive stats are granted by FQC, and defensive stats by FoM, this leaves coin with utility.

Tobias Brackner6/16/2017, 9:34:46 PM1 votes

Coin Minigame Movement Speed CDR

All in the starter version

Final version turns CDR above 40% into AP.

Paroe6/16/2017, 10:38:45 PM1 votes

@thread Can we just give the ancient coin a flat MS buff for its quest and give it +5gold per enemy minion killed by allies?

The coin minigame is neat for sure, but the removal of point runner coupled with a bad quest reward is just... blegh.

A Basic Island6/16/2017, 11:39:58 PM1 votes

Philo Philo hog hog j4 jungle never forget

KitSun96/17/2017, 1:46:19 AM1 votes

Hmmm... Ancient coin ideas, sooo what comes to mind when I think of ancient coin using supports are things lie Janna (x rubick), Soraka, i.e general heal and shield supports. Sooo one idea could be kind of like a reverse effect of spellthiefs. Your Heals and shields on an allied champion give them 30/40% bonus movespeed for 1.5 seconds. I mean I think this would fit with the general style of stay in the back and be a shield bot (no offense) for the kind of champ coin appears to be geared for. Janna says-hi

Corvus Korax6/17/2017, 1:54:56 AM1 votes

LAN player here giving my little grain of salt, I saw the OP mentioned the Murksphere in his post and I'd like to continue in that line of thought, because I think that particular item serves the purpose of an enchanter support while aligning with the interactive philosophy of riot. With some tweaks to its stats, like giving it mana regen and gp 10 for the first two items and then mixing it with a forbidden idol to get a completed item with shielding power it could get the stat line necessary to fill enchanter's niche.

The minigame is pretty much what an enchanter support wants: preventing damage and be rewarded for it. The small shield was enough to provide some additional sustain in lane as long as you were attentive enough to use it as the enemy laners attempted to get some damage in, but it was small enough that with extended trades it wouldn't be oppressive.

I agree with the OP saying coin is a relic of older times, nowadays there are many items that provide mobility for each role (not accounting the mobility some character kits have) so if the consideration of reimaging the coin is on the table I'd love it for our old trustworthy Murksphere to be considered an option.

Zerenza6/17/2017, 9:12:09 AM1 votes

I think that the Ancient Coin line is geared towards Enchanter's, first, because they usually lack the ability to poke someone in lane properly and consistently enough to gain benefit's from the Spellthief line.

So with that in mind, the coin shouldn't give you gold for being passive, instead it should give you gold for Healing/Shielding allies. It would also be cool if the coin served an active function, Spellthiefs active is a slow, Targon's is a shield but Coin doesn't do anything. I'm not sure what it could do as an active, maybe give mana to someone? But it does need an active, the quest reward thing it has i think is pretty cool, it just shouldn't be based off of picking up coin's and should instead be based off how much healing/shielding you've done.

ProfDrDeath6/17/2017, 4:41:19 PM1 votes

Stat line

Overall, the stat line of the item is acceptable. Although I miss the time when the item gave movement speed, and would love to see that returned.

Gold gain game

Can't say that I terribly like the minigame. As far as interactivity is concerned, it is a lot better than the previous mechanism, but I really dislike that the enemy team is very capable of cutting you off from your gold source, especially if you're playing a non-frontline support. Maybe the item could benefit from a return of the HP-per-nearby-minion death mechanic?

Quest

Compared to the other two item lines, the quest is rather underwhelming. Coin merely gives you a skill point, whereas Relic Shield gives you a Shield for about 8-15% of max HP of a typical support's HP pool and Frostfang gives a massive speed boost (50% for up to 3 seconds).

CoolKnightST6/17/2017, 4:48:05 PM1 votes

As far the cdr issue goes. How about giving the cdr like this:

  • Tier 1: 5% cdr
  • Tier 2: 10% cdr
  • Merged sightstone: 10% cdr
  • Tier 3: 15% cdr (the combined recipe stats are 20%) & raised the cdr cap by 5% (so it still opens the option to get 3 cdr items)
J Eevo6/16/2017, 2:01:51 PM1 votes

I'd definitely agree to making it more heal/shield oriented as those are the supports that want to stay and survive the lane without poking back(spellthief) or tanking(targon), and defining the niche more would be nice.

I'd also have a look at the quest reward - I never liked the free ablity point as it doesn't actually feel good, while the other two rewards actually feel more impactful, even though if you calculate the gold value you gain from an ability level up it doesn't come up as that bad. You have to remember that coin users are mostly healers/shielding supports that don't really care about the additional point, as their healing/shielding skill will probably be maxed by then, and the point goes into making one of their other 2 abilities do more damage usually, which they don't really care about.

Bisaknosp6/16/2017, 3:13:12 PM1 votes

idk maybe double the hp/mana regen?

give it another 5% cdr cap? (would prob break some champs or make others abuse it)

or

+30 ooc ms / just +15 ms

or

50% of the shields+heals you give are converted to a heal/shield for you (would break soraka i guess)

DrCyanide6/16/2017, 3:15:25 PM1 votes

I feel like there's room to really buff Coin, then use it's pick up mechanic to add counterplay. The few times I played against coin it felt like the coins stuck around so long and had such a wide pick up range that it was almost useless to try and deny the pickup. That made the mini game feel more like PvE instead of PvP.

I like the mana to teammates idea, since that gets the teammate invested in helping secure coins.

Need Gold 4 Tent6/16/2017, 5:06:17 PM1 votes

For some reason, I see most Rakans grabbing it, and not even to build talisman either (they finish eye of oasis).

Emerald Fang6/16/2017, 6:30:49 PM1 votes

Possible suggestion: Heals and shields on an ally will grant you 10/25/25 + 25/50/50% gold of each minion this ally kills (lasting 3/4/4 seconds) and also restore the mana cost of the ability over double this time. This passive has 2 charges and a new charge is generated every 15 seconds. A charge must completely end (6/8/8 seconds) before a new one can be consumed (which gives an internal cooldown of 3/4/4 seconds).

QUEST: Gain 650 gold with this item and each heal and shield on an ally will also affect you for 50% of the heal value or 50% of the shield duration.

Elsewise6/16/2017, 6:45:49 PM1 votes

Personally, I'd like Coin to have some out of combat move speed. If I'm picking up coin, I'm not looking to scrap in lane. What I really want to do is ward up the enemies' river entrances and dragon, maybe roam up to mid to drop a control ward or spook the enemy laner. Then I return to lane, recoup some of that lost gold, and get some mana back to help my laner survive.

Friendly Ram6/16/2017, 7:19:37 PM1 votes

I'd love if it generated gold based on 10% of the damage you shield an ally from and had different builds in case you want old coin.

StrangerL6/16/2017, 9:21:14 PM1 votes

PBE today: Ancient Coin Unique Passive - Favor: Coin mana restore increased from 8% to 15% Unique Passive - Favor: Coin gold increased from 20 to 25 Nomads Medallion Eye of the Oasis Talisman of Ascension Unique Passive - Favor: Coin mana restore increased from 8% to 15% Unique Passive - Favor: Coin gold increased from 30 to 40

End up a coin gold and mana restore increase is the buff.

item 2301 vs item 2302 : With item 3174 changes, we will get 45 AP on item 2301. Comapare to item 2302, cost less but only 125% health regen, mana regen are gone because of mana coins. It does not benefit from item 3174 at all.

item 3069 has good passive but with the fact that item 2045 is the only upgrade for sightstone. With a boot, 3 items slot are gone for stats that are not appealing to any class of support. Same reason that we don't even see many people build item 3092 (still better than Talisman because of item 2045 is a waste of item slot.

Yes, the PBE buff means getting more gold with coin line but the whole build with item 3069 item 2045 boots + any 3 of support items have low cost or sometimes 2 with a slot for item 2055. Also, all the support items also have either mana or mana regen item 3222 item 3504 item 3174 etc, so mana restore coin becomes irrelevant.