[Discussion] Do you think Riot's changes to Shielding are a good approach?

BLIGHTBRINGER··4 votes·5,531 views

https://i.imgur.com/0NUWuAa.png

https://i.imgur.com/wlY4Ml3.png

Riot mentioned that they will be looking into shielding at patch V8.12. They also mentioned that instead of nerfing the Shield Power itself, they would be making durations really low as a way to pay off if you shield someone at the right time, which is suppose to be a way of adding skill expression.

https://i.imgur.com/wlY4Ml3.png

Do you think this is a good approach by Riot?

https://i.imgur.com/8lUTmO1.png

64 Comments

Daedric Etwahl9 votes

I think it's a good idea honestly, especially toward those like Lulu and Janna, who have somewhat long-lasting and/or low-CD shields (especially Lulu)

I cant otherwise speak for most other enchanters with shields, but I think Sona is pretty balanced in terms of shielding allies, as she pays a lot for a decent-CD, low-duration, small shield and really she only has a lot of shield uptime by the lategame. Even then, she excels far more at sieging and antisiege with her healing and at extended teamfights. Her shield doesnt help quite as much as others against heavy burst.

D357R0Y3R2 votes

Sona shield won't be changed Karma lulu janna are the offenders

Daedric Etwahl1 votes

Not directly, but I even asked Meddler and he said she'll probably be affected by the changes they're planning

D357R0Y3R3 votes

because they said they're also hitting the bonus healing/shielding stat

Daedric Etwahl1 votes

Exactly, that's what I was getting at. Sona herself shouldn't receive any direct nerfs, but she's probably gonna be feeling the effects caused by Janna, Lulu, and others. Hopefully she wont be hurting quite as much, but who knows what Riot's got planned exactly.

D357R0Y3R2 votes

i think she's getting compensations

the goal of the changes aren't to nerf enchanters, it's to make them the same at all elos currently they overperform the lower you get in elo

the higher you get in elo, rakan and morgana become pick/ban

Ryouhi1 votes

[{quoted}](name=Daedric Etwahl,realm=NA,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=0001,timestamp=2018-05-27T10:39:04.999+0000)

I think it's a good idea honestly, especially toward those like Lulu and Janna, who have somewhat long-lasting and/or low-CD shields (especially Lulu)

I cant otherwise speak for most other enchanters with shields, but I think Sona is pretty balanced in terms of shielding allies, as she pays a lot for a decent-CD, low-duration, small shield and really she only has a lot of shield uptime by the lategame. Even then, she excels far more at sieging and antisiege with her healing and at extended teamfights. Her shield doesnt help quite as much as others against heavy burst.

I wonder if they'll rebalance their offensive parts of the shields as well. I feel part of the reason Janna's and Lulu's shields for example have a high duration is because they offer an offensive option as well, (Lulu's passive and Janna's bonus AD).

So if you reduce the shield duration you're also actively reducing the offensive side as well.

Anzila1 votes

As a supp main, I agree, they need to consider the secondary repercussions. If you half the time of Janna's shield, it's also cutting a couple hundred damage out of a fight, probably the equivalent of turning down some AD ratios. EDIT: Pays to check before posting. Karma's boost duration doesn't look like it's part of the tune.

SangreDeNoche1 votes

[{quoted}](name=Daedric Etwahl,realm=NA,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=0001,timestamp=2018-05-27T10:39:04.999+0000)

I think it's a good idea honestly, especially toward those like Lulu and Janna, who have somewhat long-lasting and/or low-CD shields (especially Lulu)

I cant otherwise speak for most other enchanters with shields, but I think Sona is pretty balanced in terms of shielding allies, as she pays a lot for a decent-CD, low-duration, small shield and really she only has a lot of shield uptime by the lategame. Even then, she excels far more at sieging and antisiege with her healing and at extended teamfights. Her shield doesnt help quite as much as others against heavy burst.

Funny thing is riot broke her legs by nerfing her whole kit and movespeed, then nerfed the heal + shield runes and items for several patches, then nerfed mana, and now this. What the fuck are people who play her supposed to be doing it for at this point?

Daedric Etwahl1 votes

As Sona? Well, that really depends on who your opponent is.

In general your goal is to just get through lane as safely as you can. If you're able to, poke the enemy out as much as you can, zone them away from farm but stay safe. If against something like Alistar, dont even bother autoing unless he blows his engage. You just stay safe and gather your gold and slowly scale until the enemy cant deal with you

Teridax685 votes

It's a start, but I don't think that change alone will solve the problem of shielding. Personally, I think there are three main problems with shields in League right now:

  • Shields last too long. It's not uncommon for shields to last 4 seconds or more, which at the current pace of fights means whoever receives that kind of shield may as well just have bonus health instead. Additionally, with CDR this causes some shields to be refreshable the moment they expire, so overall there's just way too much uptime to shields. This needs to be adjusted with reductions to the duration of longer-lasting shields, so it's good Riot's working on that.
  • Shields are too common: There are a lot of shields, especially on items, which are far too present in games while adding little in the way of real gameplay. Locket of the Iron Solari is picked pretty much every game, and now Seraph's is becoming more common with mages itemizing harder into mana. Guardian and Summon Aery have also been contributing to this problem, in addition to shields in kits, especially those of some supports and tanks, that don't really do anything interesting on their own either (e.g. Taric's shield). There are quite likely some shields that could be trimmed out of the game entirely, and that could benefit it in its current environment.
  • Shields often lack gameplay: To me, a shield can carry one of two different gameplay types: the shield can serve to clutch-block a chunk of incoming damage, or it can serve to carry some impactful bonus that disappears once the shield is broken. The former type can afford to be stronger, and the latter type can afford to last longer. In practice, however, we currently have an environment where we have strong, long-lasting shields that either offer no additional bonuses, or whose bonuses persist even after the shield breaks. This isn't good, and isn't even consistent when we have stuff around like Janna's shield, whose AD does break with the shield. We need shields to be reevaluated along the gameplay they're supposed to bring, so either lowered in strength or shortened, and whichever bonuses they bring need to consistently break if the shield gets popped, even if that means compensation buffs somewhere else. In fact, this could be a good opportunity to make whichever bonus is associated with the shield even stronger, to emphasize the gameplay tied to popping the shield. In general, a shield's counterplay should involve it getting popped, otherwise you may as well turn it into damage immunity instead.

The last part in bold I think is going to be particularly relevant to the way Riot rebalances shields, because if we end up with a whole bunch of shields that we're just expected to wait out, we're still going to have a problem even after the changes. Shields are supposed to be a temporary health buffer intended to block damage in limited amounts, and in fact I'd be really interested in seeing shields that lasted only a fraction of a second, with the sole purpose of clutch-blocking damage. If a champion gets shielded, and that shield is so strong there's no point even trying to focus them, then the shield is acting more as temporary damage immunity, rather than a properly limited amount of damage absorption. This in itself could be cool, but I think if we ended up converting all currently problematic shields into shorter periods of invincibility, we'd quite likely find ourselves in another balancing nightmare, as there'd be far too much of it going on.

Done252 votes

I highly agree with this. A good example in game example is: Rakan's shield: High strength (1.6 AP ratio) with low duration and no bonus. Used to block attacks. Counter play is to delay burst, or swap targets until they expire. In this case Riot should look at nerfing the duration from 3 seconds to 2 to make it more timing reliant.

Janan's shield: Low strength with long duration and a +AD bonus. Used to buff allies. Counter play is to fully commit with high alpha strike burst that rips past the shield. (Thus removing the buff.) In this case Riot should lightly lower the base shield strength in order to make it easier to destroy early on.

DW Diana4 votes

I think it's a good idea though I hope they keep it primarily to enchanters/supports. Nerfing the shield duration on other champions would change their balance too much and would require a lot of abilities being reworked.

BLIGHTBRINGER2 votes

Riot did actually mention a while back that they wanted to produce an item or a rune or something that would be used to counter shields like you can counter healing with Grievous Wounds. Not sure if they are going to go with that though, they seem to be focusing on the idea of shield durations.

DW Diana1 votes

[{quoted}](name=Darkin Hybrid,realm=EUW,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=00020000,timestamp=2018-05-27T10:56:04.610+0000)

Riot did actually mention a while back that they wanted to produce an item or a rune or something that would be used to counter shields like you can counter healing with Grievous Wounds. Not sure if they are going to go with that though, they seem to be focusing on the idea of shield durations.

Something like that would be fair, but what I am concerned about is someone like Diana who has a shield, but it's also a huge part of her damage. Reducing the duration on her shield would also negate a lot of her damage pre 6 and therefore would require re-balancing.

BLIGHTBRINGER4 votes

The changes to shielding won't affect all champions, they are aiming these changes at Enchanter Supports right now. Even if they added an item that would be used to counter shields like healing with Grievous Wounds it will effect a lot of champions not just Diana...

Azir Camille Ekko Galio JarvanIV Kaisa Kassadin LeeSin Malphite Mordekaiser Nautilus Orianna Ornn Poppy Riven Ryze Shen Sion Skarner Udyr Urgot Vi Viktor Yasuo

All of these champions ^ have a shield of some kind.

DW Diana1 votes

[{quoted}](name=Darkin Hybrid,realm=EUW,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=0002000000000000,timestamp=2018-05-27T11:35:06.242+0000)

The changes to shielding won't affect all champions, they are aiming these changes at Enchanter Supports right now. Even if they added an item that would be used to counter shields like healing with Grievous Wounds it will effect a lot of champions not just Diana...

Azir Camille Ekko Galio JarvanIV Kaisa Kassadin LeeSin Malphite Mordekaiser Nautilus Orianna Ornn Poppy Riven Ryze Shen Sion Skarner Udyr Urgot Vi Viktor Yasuo

All of these champions ^ have a shield of some kind.

Aye, and an Item/Rune I'm fine with, just didn't want them nerfing shields across all champions is all. If they're specifically doing it to enchanters then all's good in my book, they've had too much shielding for to long

JarodDempsey2 votes

omg i hope this isnt true. This would be so bad. Theyve already nerfed enchanters with mana changes. I mained ori support for a long time and shes been in a really bad spot since 7.16 when they gutted her early shield strength. If they change durations it will be even worse for not only her but all shield supports. Shield users are fairly compensated for their ability to accurately predict enemy attacks, frankly the nerfs on heals and shields in general and the attitude (warpath) that riot has against them is unfounded and severely misdirected from what should be the real focus and thats damage creep.

Daedric Etwahl1 votes

Idunno, as an enchanter main (well, Sona main really, so I do carry some bias) myself, I do think there are some ways they could tone down some shields.

Biggest example I can give is Lulu. That shield lasts a long time, and the cooldown on it is covered almost completely by the shield time. I dont notice it all the time cuz usually I'm the other support, but the times when a Lulu permashields her Kog throughout a fight, I really notice it.

JarodDempsey1 votes

lulu and janna are the only people with gifted shields (not including morg) more than 4 seconds and both are instant so perhaps their shields could use a little tuning. Karmas shield lasts 4 seconds and is instant so theyll probably nerf her too. Every other gifted shield is less than 4 seconds or in ori's case has moderate delays due to travel time.

Sonas shield is low enough duration and relatively small aoe based i dont expect much if any nerf to it (surely significant nerfs comparable to lulu and janna wouldnt be reasonable on people like ivern and sona)

Daedric Etwahl1 votes

Yeah. Honestly I asked Meddler about it the other day out of curiosity and he responded that while she'll probably feel some of the overarching effects of the item changes and whatnot they have planned, they dont have anything in particular for Sona.

Hopefully this doesnt effect her too badly

BLIGHTBRINGER1 votes

I swear Sona's been in the worst place for a while, ignoring the winrate. She's quite weak in comparison to other supports, her Q damage was nerfed, her healing and shields are quite weak (Taric's Q is better), her E is okay-ish, I feel like her R is what is keeping her in good place.

Even as a non Sona player, I feel pretty sad for Sona players. I hope she receives some sort of buffs to help push her in a better place.

Daedric Etwahl2 votes

Honestly her state for a while was pretty godawful, but these days it feels slightly better. Not sure exactly why, but I must say some changes like the Manaflow Band change are really nice.

Personally I think her early defenses could use a little help with all the damage everywhere, but I think her poke is pretty alright at the moment. I think it's a fine trade-off for having such a godlike lategame to have a weaker early than most typical supports, and despite what some vocal outcrys say, I don't think there's any inherent issue in having a support that scales differently than all the rest.

Really my biggest issue is when an ally flames e for my pick. Had one tell me that he wishes I picked something other than Sona cuz she's "legit the most useless support" and I just told him "good thing I dont care" and that was the end of it. We went on to win that game regardless

BLIGHTBRINGER3 votes

Had one tell me that he wishes I picked something other than Sona cuz she's "legit the most useless support" and I just told him "good thing I dont care" and that was the end of it. We went on to win that game regardless

You know what? Good on you. Sticking to playing your main regardless of what anyone tells you.

https://vignette.wikia.nocookie.net/leagueoflegends/images/0/00/Oh_Darn_Emote.png/revision/latest?cb=20171120233634

Daedric Etwahl1 votes

Yeah, honestly either you get me on my best champ, or you make me gimp myself on literally anyone else.

I actually only play Sona in the support role, and she's by far my best and favorite champion. My other liked champions cant even be played in support effectively (Yorick Urgot ). Every time I've thought about learning Janna or Lulu or even Soraka, I always end up thinking "I COULD do that... oooooorrr I could stick with the one I'm best at, the one I love playing, and the character I adore so much."

And it's worked so far, so why fix what isn't broke, hey?

BLIGHTBRINGER1 votes

Soraka Yorick

I actually adore these champions ^

Daedric Etwahl1 votes

Honestly for a long time I only played Sona. Then I got old Urgot in an ARAM and loooooved him. Most people say two halves of his kit didnt mesh but I managed to figure him out I think. My boyfriend and I even used to pack our own Urgot/Sona botlane combo. Took a lot of scaling, especially for mana, but the level 6 kill potential was nuuuuuts

Even though his current kit scares me (epecially his ult, why does he gotta be so mean to my baby Sona ;-; ) I still enjoy playing him, and I love when Yorick lets me turn into a splitpushing monster

BLIGHTBRINGER1 votes

Honestly for a long time I only played Sona. Then I got old Urgot in an ARAM and loooooved him.

Not to make this sound weird but I did meet you before. I now recall you telling me when I asked who else you enjoyed playing, and you told me that you really liked Urgot. I just can't remember which NA account it was that I had you added, I will have to check now.

I only play on this account from now on, because I disliked most names on my other accounts and that annoyed me until I created this one that i'm happy with.

Anyway sorry if this might seem a little odd and all...

EDIT: I checked one of my NA accounts and I don't have you on there, either I don't remember the details of some other NA account or you deleted me which is fine. But it's kinda cool just finding you here :D

https://media.lolusercontent.com/api/embedly/1/image/resize?url=https%3A%2F%2Fi.imgur.com%2FzNYvpek.png

Daedric Etwahl1 votes

Naaaaaw, it's not weird at all! X3

Wild Geese1 votes

What if theitem 3814 active was changed to a limited time where your damage went though shields?

Automated Riven1 votes

I don't like the idea of shield breaking items. It doesn't raise the skill level of anyone. It just lowers it. And it would feel awful as an enchanter to be simply unable help the target.

Wild Geese1 votes

[{quoted}](name=Automated Riven,realm=NA,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=00030000,timestamp=2018-05-27T18:58:47.843+0000)

I don't like the idea of shield breaking items. It doesn't raise the skill level of anyone. It just lowers it. And it would feel awful as an enchanter to be simply unable help the target.

I'm not talking about a passive that's always on, but an active that has a high cooldown and a short window, also a cast time (viable) like current Edge of the Night.

That is a skill check; the enchanter to disengage instead of shield, the attacker to get the attack in on a shield and not waste their active. It's like heal vs ignite.

Irelia Bot1 votes

[{quoted}](name=Wild Geese,realm=NA,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=0003,timestamp=2018-05-27T13:39:50.923+0000)

What if theitem 3814 active was changed to a limited time where your damage went though shields?

What if your passive did triple damage to shields?

Aptest1 votes

Everything I said about buffs is also relevant about shields, as shields are but an HP buff. That is to say, I do not think that the shielding mechanic, as a whole is an overly healthy one on synergistic champions.

Having short duration on transferable shields rewards reactive usage. BUT, it hampers proactive usage. So while this rewards some forms of skill expression, namely reaction time and mechanical dexterity, it removes the reward from other forms of skill expression, namely decision making and leadership. I would say the net is even, but I feel that decision making is a higher degree of skill than mechanical dexterity... at least for this game.

Nontheless we are in a situation where support champion's shields have a quasi-permanent up time. There should be down time not as skill expression for the support champion, but as skill expression for his opponent.

I am also in favor of Teridax68's idea, where shields do not grant a large measure of HP, but rather a token amount. Therefore the shield exists NOT to prevent damage to the recipient, but to serve as designed counterplay to some kind of buff (see illaoi's W)

NotSpecialDude1 votes

Then why not have both? Or more specifically, if a shield is only placed on the caster it would be a small shield but lasts for a long while, whereas if a shield is placed on anyone other then the caster it would be larger but disappear quickly.

For example, Janna's shield would have a short life span because she can cast it on somebody else, but poppy's shield can only go to her and only under specific situations, so a longer shield would be fair.

Finally they could add an item that casts a self shield on activation, so that proactive shield plays are still possible, but have that item build from either health or mana as to prevent abuse from squishies.

Aptest1 votes

1

this entire discussion is about support shielding. Riven's massive shield is simply not included here, even though strength wise it's twice to three times as powerful as janna's:

Janna shield generally blocks LESS than one ability from an opponent. Riven shield generally blocks MORE.

You should note that small shield on a champion like poppy is much more powerful than a large shield on a champion like Ashe. Because poppy's build has a lot of supportive stats to shields: In fact, specifically with poppy's case, in previous patch she became oppressive because of her ability to juggle the COC shield with her passive shield, whereas as her opponent you'd constantly need to brake a shield backed up by 200+ armor.

2

If the shield is small but lasts long, than it should also confer a large buff.

3

It is worth noting that shields are, by nature biased towards reactive usage.

Modl Ryden l1 votes

Relax on the signature and border, jeez.

Anyways, this is the change everyone was asking for. There's so much frustration when it comes to Janna Lulu shields buffing their ADC to pelt you with more on-hits and raw AD with the small window for trading. Obviously a stat check mechanic. Enemy places a shield on ally adc, they want to harass, if you try to challenge their approach, you will get attacked for more than you can dish out, additionally, any poke you try to return is null thanks to their fat shields. The thing is, it lasts like 5 seconds which is more than enough time to deny 1 to 2 creeps which is a huge lead in the early game and difficult to recover in the later stages of the match.

I'd also like to add is that shields are made for blocking, not to be used as loan or an extension of HP. You can save so many dumb ass players from an ignite fadeaway by just shielding them. This also includes any poisons as they tick for about as long as the shield lasts effectively deny a whole kill from a source of damage that had already affected the player prior to the shield.

It's like if someone offered you tea that had been poisoned and you drink it. The toxin is in YOU but then a friend comes in and dives in front of you in a fashion that looks like he/she was trying to block a bullet for you. You live. Like what?

Lastly, I'm sure many others have commented this and they most certainly have in previous board posts, is that just like Riven back in 2013-2014(2015?), supports could shield an ally with like 0.2 second downtime, again backing my argument that shields should not be an extension of health. In other words, the shields never dropped and so an adc with 1800 HP late game, that had a 600 point shield on them constantly being casted on them by a support, effectively has 2400 HP.

If players want adcs to be nerfed, indirectly, this is the way to go. It's not that supports are suffering from this change (because it ought to be known that shields should be casted just in time and not ahead of time) so there will be an increase of skill gap between autofiller supports and support mains. In other words, you can't ResidentSleeper Janna's E on your adc and get free LP because you got autofilled. You actually have to be playing actively.

VoraciousX1 votes

No, I don't think it's a good change. Shield and heal power needs to be removed. Enchanters shouldn't be building tanky. If you notice, enchanters and tanks are basically building the same things, with the exception of one or two items. This needs to be changed.

Daedric Etwahl1 votes

What enchanters are even building what tank items as part of their main build?

I mean if an enchanter wants to sacrifice their utility to build a little bit of survivability, shouldn't they be allowed to? I do it as Sona all the time.

Say if like the enemy team has a Nocturne (especially if he got kills) and he decides to ult me, if I dont have any armor then him and his lethality and AD are probably going to obliterate me with little to nothing I can do about it, and that's not fun. So I'll sacrifice one of my utility or AP items to build a big Armor item so I dont get hopped instantly if someone looks at me funny. Sure I lose out on Redemption for it but that's fine, I get to actually participate in fights again.

VoraciousX1 votes

[{quoted}](name=Daedric Etwahl,realm=NA,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=00100000,timestamp=2018-05-28T10:31:46.175+0000)

What enchanters are even building what tank items as part of their main build?

I mean if an enchanter wants to sacrifice their utility to build a little bit of survivability, shouldn't they be allowed to? I do it as Sona all the time.

Say if like the enemy team has a Nocturne (especially if he got kills) and he decides to ult me, if I dont have any armor then him and his lethality and AD are probably going to obliterate me with little to nothing I can do about it, and that's not fun. So I'll sacrifice one of my utility or AP items to build a big Armor item so I dont get hopped instantly if someone looks at me funny. Sure I lose out on Redemption for it but that's fine, I get to actually participate in fights again.

Every enchanter has at least 100 armor or magic resist(with around 40-50 of the other) and around 500 extra HP in their build, and they're not sacrificing anything for it, because all they're building is heal/shield power to buff their heals/shields. Soraka's building Warmogs, EVERYONE's building Locket(despite it being a tank support item, NOT an enchanter item). Every enchanter when you look at them, build minimal AP. They just build their heal/shield power items and then buy tank items afterwards. If they had to build AP to actually have good shields, it'd be different, but shield and heal power has warped the game to where all enchanters are bruiseresque.

Daedric Etwahl1 votes

I only play Sona, so I cant speak for other Enchanters, but unless she builds Locket, Sona only has 84 Armor and 38 MR at level 18. If "everyone" is building Locket... well, that sounds to me like an issue with the item, and not Enchanters, no?

Even still, Locket doesnt give very much base stats on its own, it's usage is in the active. And I can tell you from experience, 114 armor is not going to stop a Zed or a Talon or whatever assassin from tearing through you. Hell, really the Frozen Heart of Spirit Visage I build is just to give myself just that extra second to react to an assassin or diver jumping on my face, because getting instantly obliterated isnt ever fun.

You say Enchanters build "minimal" AP... what exactly is minimal here? Do you expect them all to build AP items, as in the stuff mages build? Supports are supposed to be able to function on a lower budget, and full mage items can get prohibitively expensive on a support's income.

As Sona, my endgame build looks like item 3092 item 3504 item 3174 item 3047 item 3040

This build, along with Gathering Storm, gives me a nice hefty amount of AP to work with, and this is as Support Sona. I could take Redemption for more Heal and shield power AND AP, as well as the active... but I sacrifice it for my own survivability, with either item 3110 or item 3065 , or item 3143 if the enemy teamcomp is filled with crits everywhere. Does this make me tanky? Heck no. What it does is it gives me just that extra second or two of survivability to try and protect myself against an assassin or diver who has infinitely more mobility than me. It also helps when I inevitably take collateral damage because I need to be near my allies in a fight to support them, and that puts me in the way of attack.

If the enemy Zed gets fed off of mid and decides to turn his gaze botside, then if he even looks at me funny I just fall over. I should be allowed to sacrifice my power to try and give myself a little more protection against him. Otherwise how is that fair to me that I basically am not allowed to exist ingame because he's running around? He still has the heavy advantage, and can still kill me easily even through all that armor, but this gives me a second to react to him.

And that's not even getting into the MANY Sona players that only build her full AP, whether sololane or support. AP Sona's healing and shielding is more powerful than Support Sona's, but she pays way more for those mage items she's building

VoraciousX1 votes

[{quoted}](name=Daedric Etwahl,realm=NA,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=0010000000000000,timestamp=2018-05-29T03:14:06.289+0000)

I only play Sona, so I cant speak for other Enchanters, but unless she builds Locket, Sona only has 84 Armor and 38 MR at level 18. If "everyone" is building Locket... well, that sounds to me like an issue with the item, and not Enchanters, no?

Even still, Locket doesnt give very much base stats on its own, it's usage is in the active. And I can tell you from experience, 114 armor is not going to stop a Zed or a Talon or whatever assassin from tearing through you. Hell, really the Frozen Heart of Spirit Visage I build is just to give myself just that extra second to react to an assassin or diver jumping on my face, because getting instantly obliterated isnt ever fun.

You say Enchanters build "minimal" AP... what exactly is minimal here? Do you expect them all to build AP items, as in the stuff mages build? Supports are supposed to be able to function on a lower budget, and full mage items can get prohibitively expensive on a support's income.

As Sona, my endgame build looks like item 3092 item 3504 item 3174 item 3047 item 3040

This build, along with Gathering Storm, gives me a nice hefty amount of AP to work with, and this is as Support Sona. I could take Redemption for more Heal and shield power AND AP, as well as the active... but I sacrifice it for my own survivability, with either item 3110 or item 3065 , or item 3143 if the enemy teamcomp is filled with crits everywhere. Does this make me tanky? Heck no. What it does is it gives me just that extra second or two of survivability to try and protect myself against an assassin or diver who has infinitely more mobility than me. It also helps when I inevitably take collateral damage because I need to be near my allies in a fight to support them, and that puts me in the way of attack.

If the enemy Zed gets fed off of mid and decides to turn his gaze botside, then if he even looks at me funny I just fall over. I should be allowed to sacrifice my power to try and give myself a little more protection against him. Otherwise how is that fair to me that I basically am not allowed to exist ingame because he's running around? He still has the heavy advantage, and can still kill me easily even through all that armor, but this gives me a second to react to him.

And that's not even getting into the MANY Sona players that only build her full AP, whether sololane or support. AP Sona's healing and shielding is more powerful than Support Sona's, but she pays way more for those mage items she's building

Sona is one of the few that actually builds more AP than most. Also spirit visage gives a lot of tankiness alone. building JUST it on an assassin can make you bruiseresque. If you really want to know just how bruiser-like enchanters are becoming, I'll repost something I posted on another thread a while back when we were talking about this issue, but before that, I must say, the thing is, you're not SACRIFICING anything but damage when you build items built for tanks or bruisers, and as an enchanter, all you need is your insane shields, which you get because heal and shield power are all you need for your scalings to barely make a bit of difference. You don't sacrifice any utility for tankiness as an enchanter, only damage, which you don't need anyways because your base damage is enough. Anyways below is a full detailed list of the enchanters and their most common builds:

Lulu Locket: 30 armor, 60 magic resist Redemption: 200 HP, 50% health regen Mikael's: 40 magic resist Zeke's Convergence: 60 armor, 30 magic resist Shurelya's Reverie: 200 health That's 400 health, 130 MR, 90 armor, 50% HP regen(Most likely 100 MR, 30 armor, 200 HP, read below) All of these items are Lulu's top item choices btw, obviously she'll swap out one of these items for her ward item, but she's still gonna have around 100 of each stat, because they mostly build tanky which means Shurelya's is likely out, and probably Zeke's too, for Ardent, but that means she'll have 100 MR, 30 Armor, and 200 HP. So maybe it's not 100 of both, unless she sacrifices ardent, but she definitely has more defensive stats than she should. Another thing to note at one point Knight's Vow was one of her top built items. Kinda crazy how an enchanter support can build whatever they want as long as they have 3 core items.

Soraka Redemption: 200 HP, 50% HP regen Locket: 30 armor, 60 magic resist Mikael's: 40 magic resist Shurelya's Reverie: 200 HP Warmogs: 800 health That's 30 armor, 100 magic resist, 1200 HP, 50% HP regen. Again, one will be swapped out for Ardent and that's most likely to be Reverie, so 30 armor, 100 MR, 1000 HP.

Nami Redemption: 200 HP, 50% HP regen Locket: 30 armor, 60 magic resist Mikael's: 40 magic resist Reverie: 200 HP Remnant of the Ascended: 200 HP, 125% HP regen 400 HP, 175% HP regen, 100 MR, 30 armor. This one builds Remnant of the Ascended, so even less AP than the others. You'd think Nami would be one to build more, wouldn't you? Guess not.

Karma Redemption: 200 HP, 50% HP regen Locket: 30 armor, 60 MR Athene's: 30 MR Reverie: 200 HP(She also occasionally builds Mikael's, by now you know it's stats though) 400 HP, 50% HP regen, 30 armor, 90 MR

Sona Redemption: 200 HP, 50% HP regen Locket: 30 armor, 60 MR Athene's: 30 MR 200 HP, 50% HP regen, 30 armor, 90 MR(FOR SURE anyways, read below) Sona apparently builds more AP occasionally, so I'll only list these three. However she also occasionally builds Remnant of the Ascended, Mikael's, etc like the other enchanter supports when she isn't busy building Lich Bane/Watchers, so she could have more defenses if she wanted it, more AP isn't NECESSARY, people probably just prefer trying to kill people when they play Sona.

Janna Redemption: 200 HP, 50% HP regen Locket: 30 armor, 60 MR Mikael's: 40 MR Shurelya's: 200 HP 400 HP, 50% HP regen, 30 armor, 100 MR. She also occasionally builds Ascended over Watchers, meaning another 200 health and 125% HP regen And finally

Rakan Zeke's Convergence: 60 armor, 30 MR Remnant of the Ascended: 200 HP, 125% HP regen Redemption: 200 HP, 50% HP regen Shurelya's: 200 HP Knight's Vow: 250 HP, 40 armor 100 armor, 30 MR, 850 HP, 175% HP regen This is all without counting boots, which could be either 25 MR, 20 armor, or 10% CDR/Mobis All boots options are highish up there so they could have more armor/MR if they want it. They all have around 100 MR and 30 armor except Rakan, who instead goes for 100 armor and 30 MR instead, and they all have 400~ extra HP on top of that.

Alistar Remnant of the Aspect:350 health, 200 HP regen Locket: 30 armor, 60 magic resist Redemption: 200 health, 50% HP regen Knight's Vow: 250 health, 40 armor Zeke's Convergence: 60 armor, 30 magic resist(or Righteous Glory maybe: 400 health, 30 armor, 100% HP regen) 800 HP(Or 1200 with Zeke's), 250% health regen(350% with Zeke's), 130 armor(100 with Zeke's), 90 magic resist(60 with Zeke's), just for comparison. The only real difference is Ali builds more health and more armor than most enchanters, but really he's similar to Rakan's stats outside of the MR, and Rakan originally was supposed to be built more squishy. So why does Rakan have similar bonus stats to Alistar?

Btw this is all bonus stats, base stats aren't added in. Most enchanters seem to build heavy magic resist and at least 400 extra HP. Probably why I hate enchanter supports so much, considering I mostly play Katarina. Their peel is too strong, their resistances are generally too strong, and they give ADCs shields the size of half their HP or more, making it hard to kill either one. Redempion doesn't even RESEMBLE an enchanter item outside of it's active and the shield/heal power. This is why I'd much rather Shield/heal power be removed and nothing else change for shields. The moment that stat came to League of Legends is the moment enchanter supports became overbearing. Remove it and supports will build based on actives and passives instead of what has the most heal/shield power and then straight tank.

Daedric Etwahl1 votes

Locket isnt a super common item on Sona, and a lot of times she just doesn't have the room for it in her build: I know I dont.

Athene's and Censer are basically core on Sona. A lot of Sonas also grab Tear to offset her massive mana problems. As well as that she always has her support item, and while you can forego boots it does make your survivability quite a bit more difficult until you can keep permanent E uptime.

Without boots that leaves you with two nice slots for whatever youd like. However, with boots you only get one slot for a lot of items you could potentially want: Redemption, Locket, LichBane, Rabadon's, IBG, Mikael's, etc.

If Locket is SO ubiquitous that it's being built on supports that aren't meant to buy it, instead of their own items, then that sounds like an issue with Locket and not the champions.

I think removing Heal and Shield Power is a bad idea. If it's too strong, then it should be nerfed, but removing it severely cuts the power of such supports, and only 2 of them are an actual issue. The others will suffer heavily despite not warranting it. Removing heal and shield power will likely require buffs to Sona's W, as its base is absolutely trash and the ratio on it isnt great

VoraciousX1 votes

[{quoted}](name=Daedric Etwahl,realm=NA,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=001000000000000000000000,timestamp=2018-05-29T05:12:15.942+0000)

Locket isnt a super common item on Sona, and a lot of times she just doesn't have the room for it in her build: I know I dont.

Athene's and Censer are basically core on Sona. A lot of Sonas also grab Tear to offset her massive mana problems. As well as that she always has her support item, and while you can forego boots it does make your survivability quite a bit more difficult until you can keep permanent E uptime.

Without boots that leaves you with two nice slots for whatever youd like. However, with boots you only get one slot for a lot of items you could potentially want: Redemption, Locket, LichBane, Rabadon's, IBG, Mikael's, etc.

If Locket is SO ubiquitous that it's being built on supports that aren't meant to buy it, instead of their own items, then that sounds like an issue with Locket and not the champions.

I think removing Heal and Shield Power is a bad idea. If it's too strong, then it should be nerfed, but removing it severely cuts the power of such supports, and only 2 of them are an actual issue. The others will suffer heavily despite not warranting it. Removing heal and shield power will likely require buffs to Sona's W, as its base is absolutely trash and the ratio on it isnt great

The thing is, removing heal and shield power then forces supports to build squishy again if they want their super shields/heals, giving them an actual tradeoff. As for locket, it's not the ONLY item being built on every enchanter. Redemption is as well, as is Athene's(though I find Athene's fine), and Mikael's is a common purchase for every enchanter as well. Btw the items I listed were their most commonly built items. As you can see, heal and shield power are core purchases, AS IS Locket, and then they all build defensive items afterwards, but the only thing they sacrifice is damage. And again, Heal and Shield power is what PUSHED supports over the edge to begin with. If they remove it, they can do things to the items to make up for their loss of it(although supports were fine before heal and shield power became a thing, it's just what made them overpowered to begin with). Ever since Heal and Shield power became a thing, the top supports have ALL been enchanters with the occasional Alistar/Thresh popping up. Sona hasn't been top support for the most part because she's kind of different from most enchanters. That's more of a Sona problem than an item problem. I repeat, EVER SINCE HEAL AND SHIELD POWER CAME TO LEAGUE OF LEGENDS THE TOP SUPPORTS HAVE BEEN ENCHANTERS. Also Alistar builds Redemption quite often himself, but he builds it for the ACTIVE. Enchanter supports should also build items for their actives, not because it buffs their utility so high that it doesn't matter what they build afterward.

Daedric Etwahl1 votes

So why not just nerf the heal and shield power numbers on those items? Otherwise removing it just completely guts the entire class needlessly.

Enchanters have notalways been top tier in every meta since these changes. And ever since these changes, if I remember correctly those numbers have never been nerfed.

Redemption and Athene's are items built for enchanters, why wouldnt they want them? And Mikael's is stats they want but a very useful active to protect their carry.

If the heals and shields power is making them too strong, then nerf the number a little, and give minor buffs to any enchanters that might need the compensation like Nami, Karma, Sona and Soraka. If you remove it completely all that does is gut these supports thanks to problematic champions like Janna and Lulu

Any reasonable assassin isnt going to have trouble taking any of these supports out if they play properly, tank item or no. This is many, many games of experience talking. All it does is gives you a little moment to react to a Zed screaming across the rift, blinking at you, pressing R and then mashing his spells for a kill.

A support should be at a strong disadvantage if targeted by an assassin but their player should still have some sort of agency to escape. A little bit of durability gives them that little bit of purchase.

This is going to be especially true with the assassin buffs coming.

VoraciousX1 votes

[{quoted}](name=Daedric Etwahl,realm=NA,application-id=3ErqAdtq,discussion-id=P5dvLAoK,comment-id=00100000000000000000000000000000,timestamp=2018-05-29T06:52:04.750+0000)

So why not just nerf the heal and shield power numbers on those items? Otherwise removing it just completely guts the entire class needlessly.

Enchanters have notalways been top tier in every meta since these changes. And ever since these changes, if I remember correctly those numbers have never been nerfed.

Redemption and Athene's are items built for enchanters, why wouldnt they want them? And Mikael's is stats they want but a very useful active to protect their carry.

If the heals and shields power is making them too strong, then nerf the number a little, and give minor buffs to any enchanters that might need the compensation like Nami, Karma, Sona and Soraka. If you remove it completely all that does is gut these supports thanks to problematic champions like Janna and Lulu

Any reasonable assassin isnt going to have trouble taking any of these supports out if they play properly, tank item or no. This is many, many games of experience talking. All it does is gives you a little moment to react to a Zed screaming across the rift, blinking at you, pressing R and then mashing his spells for a kill.

A support should be at a strong disadvantage if targeted by an assassin but their player should still have some sort of agency to escape. A little bit of durability gives them that little bit of purchase.

This is going to be especially true with the assassin buffs coming.

If the mid laner is a Zed or a Talon, and the support is not Rakan, then yeah, most likely it only gives a minor amount of survivability to the support. But let's imagine the mid laner is a Katarina or Leblanc, and they have this 100 extra MR with 400-800 extra HP. Now they will be much more tanky vs the mid laner, which means you can't just cause the support to shield the ADC and turn on the support, or cause the support to shield themselves and turn on the ADC, because the support can tank much more of your damage while still shielding the ADC and peeling you off. Your examples are enchanters who are building more magic resist and HP than armor and HP, so of course it won't give as much survivability.

As for nerfing the heal and shield power, again, enchanters were totally fine even before Athenes was stolen from mid laners and given to supports, and heal and shield power was a thing. And again, if they buy redemption without the heal and shield power, that's totally fine, they're building the item for it's intended purpose, the active. They wouldn't be building it because there's literally NO downside to the item, they'd be building it because it quite literally gives them everything they need despite not using their scalings on their abilities at all.

Imagine if there was an assassin item that gave them health, no damage, and increased damage from all their abilities by 10%. Now imagine there was another item that did increase their damage stats, but also increased their damage from all abilities by 10%, and then another item that gave ONLY defensive stats, and increased their damage by 20%. Would this be fair?

Removing heal and shield power would not "gut" supports. It'd make them like they were pre-these stats, and they were totally balanced. If they're building redemption for it's active while sacrificing some utility, that's a good tradeoff. If they're building Redemption while sacrificing nothing, that's an imbalance. Nerfing heal and shield power would not make supports build more AP, because it already makes them tanky while giving them half health heals and shields. Even halfing it would give them 25% health heals and shields while still making them build bruiser-like. Enchanters aren't supposed to build like bruisers and still have the same effectiveness. THIS is the problem with heal and shield power. If they want to build like bruisers, they should be sacrificing something. Heal and Shield power removes those sacrifices.

Done251 votes

{quoted} Imagine if there was an assassin item that gave them health, no damage, and increased damage from all their abilities by 10%. Now imagine there was another item that did increase their damage stats, but also increased their damage from all abilities by 10%, and then another item that gave ONLY defensive stats, and increased their damage by 20%. Would this be fair?

Please tell me how this theoretical near bonus 0 AD assassin will wave clear or take towers.

VoraciousX1 votes

{quoted}

Please tell me how this theoretical near bonus 0 AD assassin will wave clear or take towers.

Like I said, these theoretical defensive items would increase their ability damage by a combined number of 40%, so I would assume that's how they'd clear waves? Taking towers might be more difficult, but it's not like you're often gonna see an assassin trying to take tower solo anyways outside of if it's almost dead. Using the same percentage of damage increase + the same AP you'd get from Ardent Censer as a damage item, a Kat with that number would do 2771 damage with a full combo. Take off 1289 damage from that and that's what you could do to minions - 1482 damage.

A Kat with 3 AP items(Gunblade, Morello, Zhonyas) would do 3191 damage(I included the AD from gunblade into the mix). That's a 420 damage difference, which is a somewhat decent amount, but keep in mind two of these theoretical items offer no damage and only offer resistance based stats, so you're trading a somewhat decent amount of damage for much much more defenses than you'd have otherwise.

Done251 votes

{quoted}

Like I said, these theoretical defensive items would increase their ability damage by a combined number of 40%, so I would assume that's how they'd clear waves? Taking towers might be more difficult, but it's not like you're often gonna see an assassin trying to take tower solo anyways outside of if it's almost dead. Using the same percentage of damage increase + the same AP you'd get from Ardent Censer as a damage item, a Kat with that number would do 2771 damage with a full combo. Take off 1289 damage from that and that's what you could do to minions - 1482 damage.

A Kat with 3 AP items(Gunblade, Morello, Zhonyas) would do 3191 damage(I included the AD from gunblade into the mix). That's a 420 damage difference, which is a somewhat decent amount, but keep in mind two of these theoretical items offer no damage and only offer resistance based stats, so you're trading a somewhat decent amount of damage for much much more defenses than you'd have otherwise.

My apologies. For some reason I thought the +damage would only be good against champions. (Lethality basically)

Rysophage1 votes

yes. shields are dumb.

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