Ideas for Support Changes
Haven't posted anything in a while, but I wanted to try my hand at re-balancing the gold-income items on supports, given the current changes made in the last few patches. One of the continuous problems plaguing support income items is that they are often abused by other roles once they become gold-efficient enough. This forces Riot to put certain limitations on the item or straight up nerf it, which can indirectly hamper the support role's effectiveness. There is also the problem of heavy burden of knowledge for the income items, though less talked about. Simply put, there is a lot of additional effects that are being loaded onto the income items in an attempt to make the role more appealing (the main example being Quests and Rewards). However, this also has the side-effect of making the item's description texts bloated (too many effects) or too vague on details. This can act as an entry barrier against newer players trying out different roles, turning them away due to the text-heavy effects the starting items have. Hopefully, the changes suggested below can solve (or at least, alleviate) these two problems.
#General Changes#
Removing Quests & Rewards. When Quests were first introduced, they were intended to give support players "additional rewards for good play that aren't just gold and experience." However, the new implementation of Quests doesn't match that ideal anymore. Warding is an essential requirement for a support, and locking it behind Quests makes it less of a bonus for good play and more like a punishment for supports that fall behind during the lane phase. It also doesn't help that they add a whole load of text onto the item description, some of which is fairly vague ("slows Tribute generation"). Removing this aspect would solve these issues, especially since they don't fulfill their intended purpose anymore.
Re-introducing Sightstone. With the removal of Quests, putting the normal Sightstone
back into the game allows supports to determine when they want more vision for their lane, without having to jump through hoops to acquire it. This also smoothes out the current build paths for 3rd tier items, though it does so at the cost of getting free wards from Quests.
#Gold-Income Items#
Spellthief's Edge
- costs 350 gold
- grants: 10 AP, 25% base MP regen, 2 gold per 10 sec.
- gold efficiency: 97.86%
Unique passive: Tribute - Store a charge every 30 seconds, up to a max. of 3 charges. While an allied champion is nearby (1000 range), your damaging spells/attacks against champions or structures will expend a charge to deal 10 bonus magic damage and grant you 15 gold. You lose a charge every time you kill a minion or non-epic monster.
Frostfang
- costs 850 gold (
+
+ 375) - grants: 20 AP, 50% base MP regen 10% CDR, 2 gold per 10 sec.
- gold efficiency: 111.96% efficient
Unique passive: Tribute - Store a charge every 30 seconds, up to a max. of 3 charges. While an allied champion is nearby (1000 range), your damaging spells/attacks against champions or structures will expend a charge to deal 15 bonus magic damage and grant you 20 gold. You lose a charge every time you kill a minion or non-epic monster.
Eye of the Watchers
- costs 1900 gold (
+
+ 250) - grants: 200 HP, 40 AP, 50% base MP regen, 10% CDR, 2 gold per 10 sec.
- gold efficiency: 101.05% efficient
Unique passive: Tribute - Store a charge every 30 seconds, up to a max. of 3 charges. Your damaging spells/attacks against champions or structures will expend a charge to deal 15 bonus magic damage and grant you 20 gold.
Unique active: Warding - Consume a ward charge to place a stealth ward at a target location (600 range), which reveals the surrounding area for 150 seconds. Holds up to 4 ward charges which refill upon visiting the shop.
> Notes - The main change within the Spellthief item line is that it now requires a nearby ally in order to proc the Tribute passive for the 1st and 2nd-tier items. This prevents solo lanes from abusing the item, as there is no other partner to activate the passive. As an added precautionary measure, both Spellthief and Frostfang also lose charges whenever the item holder kills an enemy. Supports themselves won't lose out on much as minion gold is higher than the bonus gold provided by Tribute, but other roles won't be able to utilize the passive anymore without forfeiting minion kills. Note that none of this applies to 3rd-tier Eye items, so supports can freely proc their passives without repercussion once finishing their first item.
Relic Shield
- costs 350 gold
- grants: 125 HP, 2 gold per 10 seconds
- gold efficiency: 95.24%
Unique passive: Spoils of War - Store a charge every 30 seconds, up to a max. of 3 charges. While an allied champion is nearby (1000 range), your melee basic attacks can execute normal minions below 50% health. Executing a minion this way expends a charge to restore 20 (+2% missing health) HP and grant you 15 bonus gold, while the nearest allied champion gets the kill gold instead.
Targon's Brace
- costs 850 gold (
+
+ 350) - grants: 175 HP, 50% base HP regen, 10% CDR, 2 gold per 10 sec.
- gold efficiency: 103.92%
Unique passive: Spoils of War - Store a charge every 30 seconds, up to a max. of 3 charges. While an allied champion is nearby (1000 range), your melee basic attacks can execute normal minions below 75% health. Executing a minion this way expends a charge to restore 35 (+2% missing health) HP and grant you 20 bonus gold, while the nearest allied champion gets the kill gold instead.
_ Eye of the Aspect_
- costs 1900 gold (
+
+ 250) - grants: 450 HP, 150% base HP regen, 10% CDR, 2 gold per 10 sec.
- gold efficiency: 100.88% efficient
Unique passive: Spoils of War - Store a charge every 30 seconds, up to a max. of 3 charges. Your melee basic attacks can execute normal minions. Killing a minion expends a charge to restore 50 (+2% missing health) HP and grant you 20 bonus gold.
Unique active: Warding - Consume a ward charge to place a stealth ward at a target location (600 range), which reveals the surrounding area for 150 seconds. Holds up to 4 ward charges which refill upon visiting the shop.
> Notes - The gold mechanic for Spoils of War has been brought into line with Tribute so there's a clearer baseline for the kind of gold supports get in lane. The passive no longer heals allies or grants you kill gold, which is a detriment to tank supports. As compensation, the gold efficiency for the Relic items has been increased to match the other support items, while the minion execution effect has been made easier to access as a whole.
Ancient Coin
- costs 350 gold
- grants: 25% base HP regen, 25% base MP regen, 5% CDR, 2 gold per 10 sec.
- gold efficiency: 95.24%
Unique passive: Favour - Store a charge every 30 seconds, up to a max. of 3 charges. While an allied champion is nearby (1000 range), damaging an enemy champion or healing/shielding an ally expends a charge to grant 15 gold and restore 6% missing MP. You lose a charge every time you kill a minion or non-epic monster.
Nomad's Medallion
- costs 850 gold (
+
+ 350) - grants: 75% base HP regen, 75% base MP regen, 10% CDR, 2 gold per 10 sec.
- gold efficiency: 101.96% efficient
Unique passive: Favour - Store a charge every 30 seconds, up to a max. of 3 charges. While an allied champion is nearby (1000 range), damaging an enemy champion or healing/shielding an ally expends a charge to grant 20 gold and restore 6% missing MP. You lose a charge every time you kill a minion or non-epic monster.
Eye of Acension
- costs 1900 gold (
+
+ 250) - grants: 250 HP, 125% base MP regen, 125% base MP regen, 10% CDR, 2 gold per 10 sec.
- gold efficiency: 101.75% efficient
Unique passive: Favour - Store a charge every 30 seconds, up to a max. of 3 charges. Damaging an enemy champion or healing/shielding an ally expends a charge to grant 20 gold and restore 6% missing MP.
Unique active: Warding - Consume a ward charge to place a stealth ward at a target location (600 range), which reveals the surrounding area for 150 seconds. Holds up to 4 ward charges which refill upon visiting the shop.
> Notes - The current Favour passive just isn't working out for supports in general. While the item line is fairly inefficient stat-wise, the gameplay its passive promotes just gives a lot of reward for very little risk. As such, I'm reworking Favour to be more like Tribute, while upping the gold efficiency of the item line. While the Coin items still support a sustain-based playstyle, there is now more incentive and reward to interact with other champions. While it's possible to put Heal/Shield power into this item line, I decided against it because it would bar other supports not reliant on heal/shield mechanics from using it.
Although I've done calculations for the gold value of each item, they should be taken with a grain of salt since I really don't know how they'll play out in-game. They're more a proof of concept than anything else. Nevertheless, I'm open to suggestions on making these items better, and less abusable.