So Tired of Always Getting Support when it's my Secondary

Mooberry··41 votes·4,774 views

I'm okay with paying my dues. If I pick support as my secondary and I get it 50% of the time, that would be fine, even 60% I'd be happy. But no, My last 20 games, 0 have been my primary role. I'm so desperate I even tried playing lux support (I don't recommend btw).

Why is it that if we pick support as a secondary, that's what we're getting without a doubt. Riot Please, **PLEASE ** at least give us a fair shot at our primary roles, I think we deserve that small consideration.

44 Comments

Iqqi8 votes

Just stop throwing it as your secondary unless you want to play support. Just how it is. It sucks, but there is a very simple solution.

Jack º7 votes

I love being a support main... I get confused when I don't get support

DartFeld1 votes

Haha me too. It throws so many people off because I don't even look at what lane it puts me in half the time, so my pick intent will very occasionally show Braum mid. Then I realize I'm mid and change it :P

Mama Soraka1 votes

Yea I dunno how I Q as Sup/Fill and get Top or Jung so often when I keep hearing that nobody plays support. I just assume I got sup and end up with Janna top or Soraka jungle intent.

3ofGot40ve5 votes

Support is just not as popular as other lanes, Riot can't really do much about this. If you remember team builder, finding a support would take like 5-10 minutes sometimes.

However, I do imagine it would be possible to set a limit, like if you got support your last 2 games, it should make it so you get a higher chance of receiving mid or what have you. IDK, just a starting point.

Unstoppable Monk3 votes

I might actually be just as popular if choosing the role didn't result in player negative reinforcement for choosing the role and doing what is fun for them.

Noobs force a tank support in their team comp or get the report, then report tank supports for dying more than an LCS player for tanking. It is not fun.

Niaphim3 votes

So true. And my favorite part is where nobody else picks a tank and they expect me to tank the entire enemy team. Sure, as a Leona item 3097 item 1001 item 2049 I'm going to tank their 1.5 item carries for ages! And of course they are already 2 levels above me.

Unstoppable Monk3 votes

And a mistake in lane from a bad all-in by your ADC means you get to tank item 1038 with a item 3302.

StoryDuck6 votes

Actually, Riot could do a lot for the support role. However, there is a mentality that supports have to be weaker both from Riot and from players. That supports have to be behind with less EXP and less gold. While that is true to a certain extent (because you don;t want cross itemization like when FQC was on every mage) there is certainly room to improve supports power. Yes, a support can be super effective from 5 levels behind. Yes, a support can be super effective with 1/2 the gold of other roles. I ask, why does a support need to be so much weaker? Why not only 2 levels behind and 2/3rds the gold? I don't really understand why people want the support role to be so weak yet then complain why there is no one wanting to play the role. The answer is simple, it looks awful and it is Riot and our choice that makes it so. If you want more support players more people need to start saying, "Hey, buff the support role."

It Hertz When IP1 votes

Great talk. Now tell me how you can do that without other lanes abusing the shit out of it.

StoryDuck4 votes

Sure, for example:

Inspiration Mastery: Champion gains 6/12/18/24/30exp per 10 seconds while near a champion that is a HIGHER level.

With the exception of item 3092 most of the support items are great examples of how gold could be given to supports while not being appealing to laners or junglers. More creative ideas like item 3302 and item 3301 would be great and the gold generation could be amped up for item 3069 and item 3401 not sure by how much though (someone else will have to do the math).

The AP support item is a little trickier. I think if we took a lesson from Kalista's passive and applied that to the FQC item line in that it only triggers after an ally damages an enemy (but bigger payout encouraging the ADC and support to play together and be more interactive) then that would completely shutdown laners from wanting the item for the gold generation. They will probably still want the active though cause it is just so good for setting up skill shots.

Ariel the Cruel4 votes

There's actually a limit to what they can do for the support roll, without negatively affecting support champions.

  1. itemization Support items are characterized by cheap price, gold efficiency, and powerful effects; but low stats and low build synergy. For traditional supports, this works because they place more stock in non-scaling utility. Problem is: high cost low efficiency stat pumps highly favor long games. If you don't plan to have a long game, the value of gold efficiency increases. Couple that efficiency with powerful effects, and the items start getting abused by other roles. The currently most visible example is FQC, which has become a core items on some mids. But you can also view this trend with Zz'Rot portal being taken top (and nerfed), Banner butchering mid laners (and nerfed), Locket becoming a must-buy for tanks in any lane (and nerfed). This also used to be a huge issue for jungle items, until riot locked them behind a summoner spell. But even that had a brief abuse case when items were tailored for junglers (Cinderhulk meta). Brief: If support items are good, they get abused by everyone. If everyone else's items are good, supports can't afford them.

  2. Gold / experience income When the support role has near-laner (I'm not using this term correctly, I know) levels of gold/exp, support champions get pushed out. Why offer some poke, when you can have full blown siege (Xerath)? Why use a CC specialist, when you can get almost as much CC with 10x the damage and/or durability (Oriana/Morgana); or a utility support over a utility mage with the same improvements (Oriana)? Why pick a support that will die protecting the ADC, when you can just insta-dead anyone who gets close (Annie)? Supports act as force multipliers, while carrying very little force of their own. But outside of special cases and a high level of coordination (Janna), the force of a fully farmed mid/top/jungle/ADC simply out-classes them. We saw this in action when they did the pre-season 4(3?) support overhaul. They gutted support utility (across the board) and gave them scaling (only to speeds/slows), then buffed their gold income to be just below a reasonably farmed laner. Result: Janna was the only support seen for a few patches (Peel queen is kinda special). Utility mids swarmed the role with popular tops and jungles attempting the plunge. Riot had to remove most of the gold they added to the role, just to prevent others from abusing "easy street" (but never addressed the hilariously bad "utility scaling" on supports). Brief: Support champions (except Janna) only exist because their farming counter-parts get too starved from the low gold/exp.

  3. High utility + good laning For current examples: see Lulu. For past examples: see Janna and Soraka. The natural answer to "farming mids are better than supports" would be, "buff supports to match their farming counter-parts". Unfortunately, we run into another problem with this scenario. Laners are better because supports are "weak". If you buff supports to be on par with laners, they in term become the flat better option. The reason for this is their High amount of utility. Lulu is a monster in solo lanes because you can't do anything to her; her kit has an answer for everything you try. Riot has repeatedly nerfed her utility, but hasn't really addressed any laner specific elements (damage and wave clear). It was a similar scenario for Solo lane Janna; who would 1-shot minion waves, shield her tower from any attempted siege, while still being the queen of peel. Solo lane Soraka was a slightly different perspective on the same problem. Her MR shred and AoE damage ensured she always made short work of minion waves (with itemization, she could make people hit negative MR values), while having an on-demand silence for self peel, good sustain (except for 1 iteration), and scaling her allied heals into absurd values. Brief: Buffing supports to match their laners results in them [almost always] being the better option.

I agree it is disappointing how LoL is designed to give someone the short stick every time. And to compensate, they designed champions to function around that starvation. Unfortunately, the development of the game has only made the issue ever more complex. To ultimately resolve the problem would require a complete overhaul of the support role, the champions that exist there, and the fundamental design of the game in how it interacts with that "5th champion". Brief: Solving the issue is a LOT of work.

But what could that massive redesign look like? It is hard to say. But 3 very different examples come to mind. Heroes of the storm: There is no gold, and the team shares experience gained from each "Hero" (F+uk you, Lost vikings). This means that everyone on your team is, at all times, on equal footing with each other. The trade off, is that it also means your team is always either ahead or behind. There is no getting carried by a fed hero. Dawngate: Pardon the salt in some old wounds. Dawngate combined a simplified (kinda) stat system with a modular gold ("vim") income. Before the game, each person chose their "role". Roles were a set of passive buffs that determined how you gained most of your gold. Gladiator: farm, Tactician: champion damage, buns gold from ally farm, and killing spirit workers (more on that in a moment), Hunter: jungling, Predator: kills, assists, and capturing spirit wells. This meant every "Shaper" could have roughly equal gold income while obtaining it through very different methods (perfect CS gladiator got most gold, Predator got bonus experience but less average total gold income). The passive gold in that game was also objective based. Each team controlled 2 wells with 10 spirit workers. Each spirit worker generated 1 gold every second. Spirit Workers could be killed (brief re-spawn time) and wells could be captured. Part of the game's strategy revolved around controlling wells to generate team-wide gold advantages. Bloodline champions: Not really a DotA clone, but functionally it was a MOBA boiled down to just the team-fights. It didn't have gold, items or leveling. The important thing here is how the "support" roles were viewed. They had (Haven't played since it became steam exclusive) a class system consisting of Melee (Assassins and bruisers), Ranged (ADC's and mages), Tanks (Self explanatory), and healers (also self explanatory). The important thing here is that there is no "support" class. While healers are often the defacto supports in most game; in BC they were defined only based on having an ally heal; most more than capable putting out respectable damage (hello Astronomer). The job of "utility" was scattered across all characters. Some had more than others (Drum guy: the team utility champion, Inhibitor: Oprah amounts of hard CC and debuffs, Ranid Assassin: just a slow), but one of the utility heavy hitters was... brace for it... A Ranged (Inventor - who was just an odd duck all around)! The point is, every champion was designed to be equally viable in a vacuum (Even the drum guy). Brief: There are explored methods of addressing the issue. Though they have wide-reaching impacts.

summary: Solving the support problem can be done, and options have been explored in other games. But it's not as simple as just buffing a few champions or meta-game stats. The intrinsic design elements play too heavily into the established role and would require foundational redesigns to truly resolve.

TL;DR: Got ya covered already. Now go back and look for it you lazy scrubs!

StoryDuck1 votes
  1. itemization

I do agree that itemization is the highlight of the support role. There are a lot of options for supports.

  1. Gold / experience income

Alright, a little misconception here. I am not saying that supports need to have mid laner levels of gold and EXP. However, there has been a significant increase in the gap between the support and laners. This gap becomes ridiculously huge around levels 10-14 (for other laners) and then shrinks a bit from 15+ (just watch any LCS game and pay attention to the supports). Also, this season encourages snowballing and support annie is something I am seeing more and more. I myself have switched to support Zyra because I can have great peeling and disengage while also having the chance to snowball and carry. There was a time when I could carry as a roaming support Leona/Nami/whoever but now it feel incredibly punishing to roam and not get a kill. That one roam can put you half a level behind with no way to recoup the loss (to a lesser extent deep warding has the same effect). I feel that EXP is the biggest problem. I don't think gold generation is in a bad spot. I don't really have any trouble with gold unless someone on the enemy team snowballs but that would feel the same no matter what role I chose.

  1. High utility + good laning

Actually, there are many examples of when you would not see a support be a midlaner no matter how much gold they got. There is a reason you don't see Nami mid or Leona top. It is because their kits are designed around having allies or they have weak wave clear. Some have high base stats but low scaling. Honeslty, Leona is a prime example of what support champions should look like, they get benefits for having allies nearby. Leona's passive only works with an ally and it adds a lot of damage, because of this Leona's damage output is low by herself but on par with others. Champion design like this is very healthy for supports. Lulu on the other hand is...well...has an overloaded kit. People talk about OP champ this and OP champ that but Lulu honestly does everything except heals. She can counter assassins and can make people into tanks (including herself) add on she can easily wave clear and you have a really good mid lane choice. There is also a lot to be said for having a utility mid as I feel they are perfect for countering assassins but they should be noticeably weaker against a true AP mage.

Dawngate

I loved that game. Curse you and your salt! Seriously though, if they stuck with it that game would have been awesome. No role felt super weak/forced to be weaker. I loved playing support in that game and I was playing it over LOL when I first discovered it. I really liked the creepy doll character that attached to allies (I forget her name).

summary:

Yep, work needs to be done. However, there are smaller things that could be done. Inspiration in particular was a tried and tested mastery that worked well. it could easily be brought back.

Arakadia1 votes

There are things they can do. They just don't/haven't yet.

bowser2243 votes

i want to be a mid main support secondary, but because of the exact same issue instead i que mid top

Mr Wright II3 votes

As a big fill player (Yes I main "fill" ) I get support. Every. Game. maybe 1 in 40 games I get top or jungle. I've grown to become a Braum main. I've had to tank support so much it's not even funny. I accept the fact support is a very unwanted role (with lots of valid reasons) however, I do feel like riot CAN actually fix this issue. Let me explain.

WARNING: A fan war may occur from this.

In another moba, let's say Dota 2. I play alot of support. Crystal maiden, Dazzle, Shadow Shaman. Many more, these are the main three I play. I LOVE support in Dota 2. If I'm behind in levels(with the way exp works in dota 2) and I get a kill, I'll quickly gain 2 or 3 levels depending on what time of the game, how fed was the person I killed ect. obviously league can't work like that, that'd make behind assassins very strong from a single pick. Another thing I've noticed, support gold is alot HIGHER in dota 2. How come? They have ZERO support items that give gold, no form of masteries or runes to give you gold, and usually no ability to get gold (support alchemist CAN get gold). So where is their income coming from? Assists. The assist gold is alot higher in dota 2. Making me a support who is going 0/5/10 or 1/10/25 still have lots of gold for items. Which in return MAKES support actually fun to play. How could riot use this? They could

A. Increase support gold from assists.

B. Make support items SUPPORT EXCLUSIVE(This would be a sort of you pick support/fill and if you get the role you'd get items for supports only. Many ways could work such as a summoner spell, like smite. For supports.) and have these support items actually be worth the gold you spend.

C. Increase Base gold gain. This would HEAVILY impact the game more then the first two, cause all players would get this.

Another issue is EXP. As stated here in this thread. Supports are always 2 or 3 levels behind. They could do quite alot, such as masteries that give EXP while near higher EXP allies, maybe gain more EXP the higher level they are, or how many allies are there with higher levels. This would not really appeal to top/mid/adc cause they are usually the highest level already. jg could use this if they are a less farm heavy jg, like rammus for example. Okay. Maybe add better EXP runes. However this would also (maybe) impact other lanes as they TOO could get EXP runes to get ahead of their enemies to snowball. I'm no pro on game balance, but support needs some help. I shouldn't get support every game I play (or most) if I put fill. Riot. Make support wanted please.

This is just my 2 cents, I hope some people agree with me on this. See you all on the fields of justice!

[slayer-pantheon-thumbs]

Dehitay3 votes

{quoted}

A. Increase support gold from assists.

B. Make support items SUPPORT EXCLUSIVE(This would be a sort of you pick support/fill and if you get the role you'd get items for supports only. Many ways could work such as a summoner spell, like smite. For supports.) and have these support items actually be worth the gold you spend.

C. Increase Base gold gain. This would HEAVILY impact the game more then the first two, cause all players would get this.

Rather than make support items support exclusive as B says, I would just suggest modifying them in a way that accomplishes A. If you made all the support items give more gold/exp per assist and less gold/exp per kill, most players won't take those items unless they're playing a support champion. Say, you get half of the kill gold for an assist if multiple people assisted (rather than half split amongst the assisters) and maybe 65% if you were the only person assisting. And you only get half gold for kills.

As for C, they already did that. What they actually need to do is update the ridiculously outdated support runes that give gold.

Mr Wright II1 votes

Also, what I forgot to mention in my first post. Was the fact in dota 2 YOU LOSE GOLD FOR DYING yet I always still have gold for items. However, the issue I see with your post, is if they made items that give assists more gold and EXP why wouldn't every one get it? Let's do the math. Let's say a FB = 500 gold correct? and I'd get 50% (250 gold for that kill) however, let's say a few other team members, maybe mid also got this support items, they too would get 50% (250 gold) that FB alone was just worth 500+250+250 = 1000 gold. Just for a kill, with two people helping. That's a little strong gold wise, why wouldn't the ENTIRE team get it?

However, we should note VIA lolwiki. (http://leagueoflegends.wikia.com/wiki/Assist) I think it's outdated, but claims that the killer/last hit, gets (in this case 500 gold) and then 250 of it would be split among other assists. Just wanted this here so people knows how the current system works.

Let's say the downside was you'd get 50% less gold and EXP?

So you got FB(I'll not get into math like creep bounty added on either, I'd assume this would be a fairly cheap support item to help supports "snow ball " thus FB is my example) you get 250 gold, but, your entire team(In this case) would gets 250 gold each. Math

250x4=1000 gold. However, we are also throwing in the 250 GP you got as well. It becomes 1250 gold. For just a single first blood. This, atleast gold wise is REALLY strong. The idea I like, just we'd have to maybe be 15% BONUS gold for a assist. Making, in this cause of first blood. 500 gold for the killer/last hit. 250 split among allies. so 50 GP each. However with this item you'd gain a bonus 15% gold BASED off of the killer/last hit gold.

So as a support you'd gain 50+75 gold= 125. This isn't that much gold. Makes it alot less appealing to other lanes because it's just 15% (or 75 in the case of first blood).

I love the idea you have, we just need to balance it gold wise, EXP wise, and price wise. When could a support get it? Would it maybe replace current support gold items? Give three of these, one for each type of support? (utility, mage, tank.) if so, what would the stats be for each one? Would there be branching items? Such as let's call the mage one. "Support over carry"

Stats:

25% mana regen (most of the time 3 mana per 5)

5 AP

Effect(passive): You gain 15% bonus gold based off the kill gold. You get 15% less gold and exp from kills.

Just as like a tier 1 item. seems sorta weak however if you snowball off of this real hard, you won't NEED GP per 5. Then the next item would be something like " Supports over carry, deadly chill " or something idk XD

Stats:

75% mana regen

20 AP

Effect(passive): You gain 15% bonus gold based off the kill gold. You get 15% less gold and exp from kills.

Effect(active): This could be some sort of twin shadows, but just a single ghost, make it so you can help set up your team for more kills, thus more gold and EXP for you.

Then the last item some stupid name idk man i'm bad at names xD

Stats: 150% mana regen.

50 AP

20/10% CDR

Effect(passive): You gain 15% bonus gold based off the kill gold. You get 15% less gold and exp from kills.

Effect(active): this would be the basic FQC that we have now

These are just ideas, no testing was done, no clue if these would be weak, op, or just right. However thanks for reading see you all out there in the bot lane :D

[slayer-pantheon-thumbs]

Astôlfo2 votes

I mean, just put something that's not fill or support as secondary then?

invisiblecat11 votes

If they get their secondary role which will probably be something they do not want to play, but do not want support, it is even worse

TheDevice2 votes

I dont understand posts like this I really don't.

If you're so tired of getting support....... stop picking support as your secondary.

There is an actual fix to this problem.

This community is so spoiled rotten that even a problem that can actually be fixed by the player they'd rather go on boards and complain.

What do you want riot to do? What do you want them to do? Abduct you from your home, force you to learn other roles, and physically force you to click something other than support for your secondary?

Do you want riot to perma ban about 50% of league players who do not choose support?

It's a high demand role. Thats the problem, you know that, and yet you still complain when the end result is the same. I dont get it. What do you want Riot to do right now. Maybe they'll figure something out later on but this is not something you cant fix lol.

You have five roles to choose from. One of them is in high demand. The one you choose for your secondary is the high demand role.... what do you expect? You know what you CAN do if it bothers you this much is CHOOSE A DIFFERENT ROLE. You are not FORCED to pick support secondary or primary or at all.

These are the realities right now. At least there are options. If support was always locked in as your secondary role and you couldn't escape it then I'd have more sympathy. But you choose to lock it in.

Dehitay2 votes

{quoted}

I dont understand posts like this I really don't.

If you're so tired of getting support....... stop picking support as your secondary.

There is an actual fix to this problem.

This community is so spoiled rotten that even a problem that can actually be fixed by the player they'd rather go on boards and complain.

What do you want riot to do? What do you want them to do? Abduct you from your home, force you to learn other roles, and physically force you to click something other than support for your secondary?

Do you want riot to perma ban about 50% of league players who do not choose support?

It's a high demand role. Thats the problem, you know that, and yet you still complain when the end result is the same. I dont get it. What do you want Riot to do right now. Maybe they'll figure something out later on but this is not something you cant fix lol.

You have five roles to choose from. One of them is in high demand. The one you choose for your secondary is the high demand role.... what do you expect? You know what you CAN do if it bothers you this much is CHOOSE A DIFFERENT ROLE. You are not FORCED to pick support secondary or primary or at all.

These are the realities right now. At least there are options. If support was always locked in as your secondary role and you couldn't escape it then I'd have more sympathy. But you choose to lock it in.

Way to completely miss the point and go off on your self sustained angry rampage.

Btw, not only can Riot do something about it, they straight up said themselves what they can do about it, and then proceeded to not do it. At the same time dynamic queue came out, Riot said they would look into giving incentives for sup/fill if those roles became too rare a selection. And those roles by far have become too rare a selection.

TheDevice2 votes

{quoted}

Way to completely miss the point and go off on your self sustained angry rampage.

Btw, not only can Riot do something about it, they straight up said themselves what they can do about it, and then proceeded to not do it. At the same time dynamic queue came out, Riot said they would look into giving incentives for sup/fill if those roles became too rare a selection. And those roles by far have become too rare a selection.

Im not angry and I didn't miss your point. You missed my point.

You don't have to queue up for support. You choose to queue up for a high demand role and yet are upset when you get the role. I just don't understand your logic.

The Deckowner2 votes

pick mid/jg, 20 minute queue time no match found.

switch to mid/support, immediately gets support.

Tobias Brackner2 votes

Just stop picking support if you don't wanna support.

Nick Valentine1 votes

I never queue as support unless I absolutely want to play support for that game. I've always picked my primary (mid) + top. I would say it is 70/30 split and top lane as a mid lane mage is nowhere near as horrifying as support sometimes.

LegitBusinessman1 votes

Have fun with it. Play pantheon support. It's broke and fun. Or Velkoz supp.

StoryDuck1 votes

I've been having a lot of success with Zyra Support.

MunchCrunchLunch1 votes

you get support when you have support as main. or secondary or fill as main or fill as secondary

StoryDuck1 votes

I'm sorry to say but you will have to get used to it. At least until Riot does something to make the support role attractive there isn't much hope of this changing.

I hate my ADC1 votes

What's not attractive about support exactly?

Jamener1 votes

The fact that your game is not in your hands and that you can't carry your way to victory no matter how good you are when your "carries" are feeders.

I hate my ADC1 votes

Same can be said about any other roles. You can't carry a team by yourself. No matter how good you are. Support may not be your typical "herp derp i kilz stuf i gud" role, but the weight a Support has over a game is huge. Bigger than any other roles in fact. Unlike the other roles, Support has a say in everything. Whether it's map control, securing kills, denying kills, pushing objectives, front line, back line, etc., a good Support will cover the weaknesses of its team composition and exploit the other team flaws.

Tell me with a straight face that you never saw a Soraka completely shit on your team. That you never saw a Janna starve an opposing team of any kill.

Support IS attractive to those who appreciate making the actual plays that win games. Not attractive to the attention-seeking players.

t0ad51 votes

New queue has made it hard for me to even log in. Sat in a mid/top queue for 20 mins, then decided to just do the normal play support, to actually play... What would be so bad as selecting role, then pick intent, before bans, per position in champ select.

Ariel the Cruel1 votes

Try queuing support primary. I find it nets the secondary role more often than the other way around. I don't know why. And it could just be the rule of large numbers screwing with me. But that's my experience.

Oksanaandjoy1 votes

So happy always getting support when it's my main.

Myozthirirn1 votes

As a jungle/top main i havent played support in the last 40 games I must be lucky

kS7jqhxrGi1 votes

HAHAHHAHAHAAHAHAHAHH. Takes a breathe. AHAHAHHAAHHAHAHAHHAAHAHAHA. LOLOLOLOLOLOLL. Rolling around on the ground. Did this guy just pick support as one of 2 roles and get the support and complain about it? Does someone with so much power of clicking not support really bang his head against the wall all day long??? Please stop its not good for the lungs to laugh this hard.

kS7jqhxrGi1 votes

[{quoted}](name=Bahamut Zero,realm=NA,application-id=3ErqAdtq,discussion-id=P41ETcxh,comment-id=0011,timestamp=2016-03-15T16:40:21.620+0000)

HAHAHHAHAHAAHAHAHAHH. Takes a breathe. AHAHAHHAAHHAHAHAHHAAHAHAHA. LOLOLOLOLOLOLL. Rolling around on the ground. Did this guy just pick support as one of 2 roles and get the support and complain about it? Does someone with so much power of clicking not support really bang his head against the wall all day long??? Please stop its not good for the lungs to laugh this hard.

HHAHAHAHAHAHAHAHAHHAHAHAHAHAH just gotta give you a little more.

SwainDaRokJensen1 votes

Yeah I have support as my secondary as well and I've gotten it 90% of the time in my last 20 games. Some people tell me to not queue up Support or Fill, but I actually like playing support over top/jungle. I just do not want to get it 90% of the time when I queue it as secondary.

T RexHasTinyArms1 votes

Don't list support as secondary. Ftfy

Calabok1 votes

Support sucks. I never get mid..

TheDevice1 votes

STill dont understand any of this logic.

Its just the nature of the game..

Support role is the least Q'd so it becomes the quickest to get. Maybe thats because people like to play roles other than support?

How is riot supposed to fix that?

Incentives? Like what? Now you're treading in dangerous territory because you're actually offering something to pick a certain role...

What kind of incentives would be fair? Bonus IP? probably not. Bonus LP? God no. Bonus what?

I just don't get what you want riot to do about this. What do you want them to DO that doesn't conflict with fairness? Give them some examples or some suggestions maybe instead of just WILLINGLY picking the MOST DEMANDED ROLE in the game and then having a tantrum when you undoubtedly get that role more often than you would any other secondary.

IF YOU DONT want support... dont pick it. The facts are atm more people are not choosing support than any other role. What are they supposed to do about that? give people free RP for playing support? lol

ipkandskill1 votes

If we are talking about "fixing" the support role. I would say the best option is to remove it. You could do this in a few ways. The ones that come to my mind are map changes. Maybe add another lane, might be a bit much. They could also massively increase the amount of jg monsters. So it could sustain 2 players. Now that's what I would go with. It would open so many new strategies. Do you want a support and an adc? Do you want 2 dps jungler 2 lane tanks and a dmg mid? This idea is very unlikly to happen. But man would that be sweet as hell!

More from Gameplay