Support Items
The problem with support itemization is that there simply aren't enough choices available to supports. When basically every support is building
+
, either those items are completely OP or there just aren't enough viable alternatives. You can certainly argue
was OP on release. But after waves of nerfs, I think the problem lies with the rest of the support items. Look at the other options.
- This is one of the only other support items that's currently viable. It's a niche item for shielding/healing supports, but is well balanced for those that can take full advantage of it.
- This is the other viable support item. It's a good option for tankier supports.
- I remember before its rework when supports actually used to build this thing. Even then it wasn't common.
is such a better item for anyone building tanky. I'd like to see Banner return to a semi-tanky AP support item. Something like
+
+ 200g (2200g total) = 30 armor, 30 MR, 40 AP, 10% CDR and the Promote active.
- I haven't seen this in over a year. CC hasn't gone anywhere, but the current stats make it hard to justify building on anyone. Adding AP should remedy this. I see two potential build paths. The one I like more is
+
+ 500g (2300g total) = 40 AP, 40 MR, 50% mana regen, 10% CDR, the Harmony passive, and Cleanse active. The other possible build is much like
, something like
+
+ 450g (2100g total) = 40 AP, 50% mana regen, 10% CDR, +10% shield/heal power, +8% mov. speed, and the Cleanse active. Either path would make it more viable for AP supports but not powerful enough for AP carries to want to pick up (especially given that the cleanse can't be cast on yourself).
- I build this once on a tank support, and it's the only time I've ever seen it in game. I like the idea of an HP, armor, CDR item with a supportive active/passive, this just didn't hit the mark. Maybe do away with the active and give it the old Captain boots enchantment as a passive to aid your team in following up on your engage. I don't really have a good idea of how to make this item viable though.
- The problem I've always had with this item is the level of coordination needed in order for the item's passive to be useful. It's not something you ever get in Solo Q, and even in pro play we haven't seen this item in a very long time. Do away with the binding portion of the passive and turn it into a targetable active. UNIQUE Active - Conduit: Increases target ally's ability power and attack damage by 20% for 8 seconds. This change might actually make the item too strong, so decreasing the active to 6 seconds, giving it a high cooldown, or making the item more expensive may be needed. But however they balance it, the item will now be useful.
These are just a few thoughts on how to bring more variability back to support itemization. None are meant to be final, more to stir up thoughts and hopefully get the ball moving.
and
that doesn't get interrupted will be a good compromise to the issues with its ease of use, but keep the tether aspect so Midlaners dont start abusing the item.