Re: Some thought on Support (@Meddler)
Hi!
Since this is a hot topic I'd like to throw in my two cents on some Support role improvements, current frustrations, and ideas on alleviating those frustrations.
Itemization
With respect to enchanters (Janna, Sona, Lulu, Nami, Karma sort of), i.e. champions whose kits are most powerful when used to augment an ally, their identity very quickly converges as late game approaches. Items like redemption, crucible, locket etc. do not improve each of their kits. Instead, they offer the same active effect for each, all of which don't actually improve the champions kit - they exist independently and as a result they normalize how each champion feels towards late game.
It doesn't matter if I'm playing Nami, Janna, Sona, or Lulu. They're doing the same shit in a late game team fight: locket, crucible, redemption applied. They feel the same. Each enchanter's individual identity is not enhanced by items.
Enchanters need a better support from item builds. Stop making them build health and forced resistances, it's weird. Crucible is a good support item, but it forces MR on you. Chalice is such a feel-bad early game purchase that now offers health regen for champions who don't care much about it. Unholy Grail is a great concept, but has a terrible build path and feels bad on champions who can't always deal direct damage.
Solutions
Items for enchanters need to stop giving health, let them build AP. Enchanters have a ton of cool scaling that nobody even knows about.
Did you know Janna's shield's AD buff and slow power scales with AP? Did you know Nami's passive, E slow, and W bounce modify % scales with AP?
Utility scaling was the best idea ever implemented (back in S4) but it was never expanded on. Utility scaling lets each support feel unique. When I purchase AP, I can feel my kit's power and my choice in champion select is more meaningful.
I picked nami because I want to dish out fat heals in a fight, while dishing out fat damage and lots of CC. I picked Janna because I want to dish out a really fat shield and a really fat AoE heal at a cost of putting out damage myself. I picked Sona because I want to augment the hell out of my entire team. I picked Lulu because I want to specifically augment one hyper carry on my team beyond belief.
That identity means far less because items built don't support them as late game approaches.
Sightstone - Being forced to pick up a ruby crystal before leading to sightstone feels bad. I don't want health all the time. I want to be able to choose which stat to start with.
Let a sightstone be built out of more items. Amplifying tome -> Sightstone, Sapphire Crystal -> Sightstone would be great starts. The Eye items were a good concept, and personally I enjoyed building EOTW. I don't have an exact mapping of how new starting sightstones can evolve into eye items, but the main point here is sightstones need to not force health on users. Let us choose what stat we want to purchase early.
Redemption - This item has a cool concept, but it's weird. Crystalline bracer is just not something that feels good to buy on janna, sona, nami, lulu, or karma. These champions are not bracing a ton of damage, and yet redemption offers 400 (!) health, AND heal/shield power. That means tank supports (braum, thresh, alistar) find the heal/shield power a bit of a lame buy, and enchanters find the health a lame buy. It's inefficient for both parties, but the active was made disgustingly good in return.
Split it up into two items, let one offer AP/heal and shield power for enchanters, and let the other provide tank stats like health/armor/mr etc.
Ardent Censer - Of all the enchanters items, this is one that has the best build path and most satisfying completion. The only problem here is Lulu's wild growth isn't affected by the heal/shield power, OR windspeakers. If you want Lulu to be a support, wild growth needs to be listed as an exception. Let the bonus health be affected by heal/shield power increases.
Chalice of Harmony - This item has gone through a few reworks this year. Get rid of it's MR, and stop giving it health regen. Both items built out of chalice are enchanter items, it needs to give CDR. It has to be a justifiable early purchase, and athene's build path is garbage at the moment because of chalice.
Giving chalice CDR, maybe even some AP would be glorious. Give it some unique passive that benefits enchanters in laning, and let that passive translate into either crucible's high-power active, or athene's high-power passive.
Athene's Unholy Grail - Great concept, shit build path. Feels like garbage until you complete the item. I personally would like to see blood charges gained from also applying CC to enemy champions to benefit kits that offer a bit less damage but heavier CC though the conversion rate might be a bit complex to create. In any case, fixing chalice will make this item more attractive to purchase.
Mikael's Crucible - This item still doesn't give AP. I don't know why. It is clearly tailored towards enchanters since it offers heal/shield power, but heal/shield power doesn't buff utility scalings. Chalice improvements would indirectly improve crucible as well. Remove the MR, give it some AP, and then separate the identities of crucible and athene's based on what I need that game (direct, burst heal+cc cleanse or battle-based sustain?).
Utility Deathcap - We need a late game dream buy. There isn't some high-power spike that exists for enchanters. Tank supports get beefier with every purchase and their tank stats multiply with each other. Enchanters just get... more actives. That exist independently of each other.
We need a straight-utility buffer. It's stats should be raw AP and a unique passive.
+120 AP Unique Passive: AP that scales utility is improved by a further 35%.
This would be cheaper than a death cap, accessible for supports, tailors specifically to enchanters, rounds out previously purchased items, and would feel damn satisfying to purchase.
Frost Queen's Claim - This item saw a ton of nerfs because mid laners started purchasing it. Make FQC great again - buff its stats, raw ap, etc. In exchange, only allow a player to upgrade frost fang to FQC after reaching a certain threshold with tribute's passive. Mid laners will have a very difficult time stacking up frostfang, whereas supports can do it easily. This lets the item be powerful without seeing it appear in mid lane builds. Jungle items are gold efficient but locked to smite, let's lock support items to the very thing that defines them - gold generating items.
Possible Concerns as a result of these changes
Of course, suggesting so many ways to improve utility and shield/heal power can result in overwhelmingly powerful shields/heals. I personally think the game would be more exciting if enchanters were more squishy but threatening targets. For example, Soraka is often seen as a frustrating as hell champion to play against. Largely that's because she's hard to kill - since she's buying tank items.
If Soraka had the potential to dish out a ton of heals, but had 1.6k hp, the counter play is very clear - kill her. She will die fast. Soraka has seen a ton of nerfs, but look at her most common build paths. There's a ton of items that improve her defences. She's frustrating as hell.
Base shield/heal powers should be reduced, and have their AP ratios buffed slightly to encourage the building of AP to make enchanters more powerful. It's more fun for everyone - they're easier to kill, and the user is providing visible, heavy impact shields/heals/utility.
Other support frustration points
Vision Game - With respect to enchanters, often keeping up with the vision game becomes very difficult. The new vision plants, frost queens claim (pre-nerf), and blue trinket have all helped that. Unfortunately, a soraka just can't secure vision as well as a thresh/bard/alistar etc. Soraka just isn't threatening to run into, yet supports are expected to be the vision controllers.
Enchanters need a few more tools to allow them to control vision - or, help distribute that responsibility across the entire team.
Levelling - Supports are always under levelled. When everyone is hitting level 11, I'm still level 8/9. As a result, everyone's ultimates are coming up 15-20% faster than mine, meaning I literally can not keep up with the flow of the game. Ward experience was not a great solution either as it basically says "Build red trinket or fuck you supports".
Possible solutions include allowing gold generating items to provide XP if you are behind in levels, but something needs to be done to allow supports to keep up in levels a bit better.
Pink Wards - A very powerful vision control tool, it costs us an item slot. Not only are supports already expected to buy more pinks than anyone else, they are expected to devote an entire item slot to it. This is a compounding issue that stems from other problems (bad itemization, expected vision control) but it needs to be addressed. It feels bad knowing I'm limited to four items because 2 of those are taken up by boots/pink wards. A solution for this needs to be discussed.
This is definitely not a comprehensive list, but these are great starting points for Riot to begin identifying the issue with the support role. I would love it if enchanters were the chosen class for a rework pass in mid-season 7 patch.
I'd love to engage with discussion/feedback as these are just my opinions as an enchanter player since season 2. Looking forward to your thoughts!
-Janna Mechanics
is really the only item I see that really cater to the enchanters effectively and gives a nice buff to enchanter heal/shields.
, but they should readjust the stats to give + Heal/Shield Power and shred off the excess CDR.
-passive worked into her kit (maybe unlocked on 3rd lvl of the Ultimate or something)
Then she would not build that tanky to get that lategame