@Riot Can we talk about support itemization?

Koechophe··17 votes·8,604 views

So I'm a hardcore support main, have been since s2 when supports had to spend all of their money warding, and I still loved it even then. At the moment, however, it's starting to feel a bit bland, not because the role is worse (still <3 the role) but because the itemization is pretty problematic.

Here are what I would say the core issues are:

1) Low diversity. In order to really be effective, I feel the need to buy redemption. Every game. Doesn't matter which support I'm on (even the non-shield/healers), I still have to buy it because the active is just so amazing. The heal is huge, and can shift the teamfight more powerfully than most things supports can do otherwise.

After Redemption, I almost always end up buying locket. Again, the active is just so powerful. And then I buy another item with a powerful active, and another, and another, because it seems like all of the support itemization is built around powerful actives (unless you've got a meaningful heal/shield, in which case you can get away with Ardent Censure, or in some cases, Athenes.) Most of my games end up looking like exactly the same items, not because I don't branch out, but because it's so sadly skewed towards a few choices that I always have to build them.

2) Only support 1 playstyle. It's kind of sad, but the support items are heavily skewed towards anyone with a heal or a shield. The defensive options don't add enough defenses to make you anything close to a tank, and they'll all centered around powerful actives. The offensive options are non-existent (not asking for a support item that transforms you into an awesome damage dealer, but items that have effects which incentivise dealing damage as a support). All that's left is enchanter options, that every support is indiscriminantly required to use. This stifles supports by making enchanters far more powerful than the other classes because they are the only ones who can make good use of the support items.

3) Focuses on new effects rather than augmenting existing ones Excluding Enchanters (who the items can augment because they're not able to be abused by other classes), support classes aren't really augmented in their kits by their itemization. Instead, it seems to just create new effects that exist entirely outside of the support's main kit. Enchanters, for instance, have items such as Censure (which gives heals/shields power and new effects). But what if you pick a poke support? You generally won't have enough money to spec into raw AP. So you buy items such as redemption, or locket, etc, and you can do new things with the active that have nothing to do with your kit. There's no synnergy, there's just "this item can give the the ability to do something cool so you buy it."

Some possible solutions:

**1) Design items which play to more offensive (and defensive to some degree) support choices. ** This requires care, because it can easily be abused by other champions if you're not careful. But here are some ideas of items that might help increase diversity (numbers are just thrown out, focus on concepts rather than my poor skill at numerics):

Arcane Blade (Sheen + amp tome + 800 gold) 50 AP 300 mana 10% CDR Unique Active: Select a nearby champion to be your rune master (60s cooldown) Passive: Runeblade Casting a spell causes your next basic attack to deal 30 magic damage per 10% of CDR, and causes your rune master's next ability or attack to deal 15% more damage to the target for the next 2 seconds (20% for melee).

Chaos orb (Fiendish Codex + ruby crystal + 800 gold) 40 AP 300 HP 10% CDR Unique passive: Store 10% of the damage done by allies to enemy champions who are under the effects of your CC (5% for soft cc). Can store up to (100-400) damage. Unique active: Gifts all the damage stored to a nearby ally, causing their next attack/spell to an enemy under your CC to deal it as adaptive damage.

Just ideas, trying to illustrate there is room for more items which heavily emphasize ally involvement, are low-cost and low stat, but have meaningful effects targetted towards supports. At the end of the day, if diversity is low it means there aren't enough meaningful options. The fact of the matter remains that dedicated support items are far less numerous than the dedicated items for other roles.

2) Siphon power into other options, or siphon power from the dominant options At the moment, because the itemization is so heavily tilted towards a few choices, you're required to buy them. You're silly if you don't rush redemption every game, and in many cases, Locket as well, not to mention your gp5 item which you buy every single game, and those boots (which are probably mobis). There's not a meaingful decision making process because every game is probably going to end long before you have a chance to branch out from the "stock" items that you need to buy every game.

TL:DR Support itemization seems pretty poor at the moment. In a role which is already unpopular, further stagnation is not a good thing. If we increase support item diversity, it will greatly benefit the health of the game.

10 Comments

Caretaker Jack10 votes

Healers are favored, but I disagree with needing Redemption rushed EVERY game... I also disagree with the notion that healers are the best.

Ahristocats2 votes

you didn't know? tahm kench and braum are healers

omegaLUL

k wìx5 votes

High plat / low diamond support main here.

I think you hit the problems on the head, generally speaking - if I was going to add anything - I'd ask for more diversity when choosing HOW we ward / play the vision game. It's very much .. buy sweeper, get a ward item.

There isn't much expression in how you play the game. This extends into the warding runes as well - they are both pretty simple and basic.

Also, I think some of your item solutions are pretty bonkers.

Arcane Blade would be absolutely broken in every sense of the word - giving a target ally +15% damage amp for a small window of time is just.. frankly - too powerful.

Chaos Orb is definitely MORE balanced, but still feels straight up busted.

All that said, I like the concepts behind them - giving supports more ways to 'support' is absolutely key to opening up how the support game is played - especially at higher elos.

Koechophe2 votes

Like I said, numbers aren't my thing when it comes to item building. I'll edit the top one to make the proof of concept a little less broken though.

Big Lincoln4 votes

supports are still asking for more? lol

  1. Low diversity.

you have more choice in items than any other group besides mages. bruisers are almost universally forced into triforce, sterak, titanic, AD assassins forced to buy dusk and ghostblade, ADCs need no explanation. any issue you have with item diversity is just you not being willing to branch out.

  1. Only support 1 playstyle.

item 3905 item 2065 offer you a completely different playstyle than item 3504 item 3174

The offensive options are non-existent

unless you picked ap support you have no right to be doing damage beyond your bases on a support budget. buy a zeke's if you want a damage amp.

You're silly if you don't rush redemption every game,

i have never rushed redemption on Braum or Taric and I'm about 20-3 with them combined right now. you're overstating its effectiveness massively, lol.

But what if you pick a poke support?

you get more gold now than you've ever gotten before. if you're playing correctly and getting lots of spellthief money you can save up for a Luden's or Liandry or Morello if you're really set on being there for scaling poke and not traditional support roles. AND after you finish your quest you aren't penalized for farming anymore, so you should have no problem with clearing an empty side lane every now and then to fill your wallet up some more if you're Karma, or Vel'Koz, or Brand, or Lux.

tl;dr the options are there, maybe you should try branching out instead of asking for more

chipndip11 votes

Twin Shadows sucks and Shurelyia's isn't too great, either, even if it's better than Twins.

Big Lincoln1 votes

then ask for buffs to existing items instead of more items

Bacunwulf2 votes

No new AP support items is fine with me because inevitably they will just be abused to hell and back by displaced midlaners and make the Bot lane even more of a fiesta than before. I would rather have my zyra weak until a few items than have some random new AP support item buff Veigar and brand and sion to new heights of poke.

meowwow71 votes

yeah that is quite agreeable one moment you are thinking i might want item 3050 as a support but considering any of the champs that are wanting to utilize it are either too squishy and long range or already have enough lock down/dmg so it's not as optimal as a item 3109 item 3190 item 3107 or even a item 3222 against a low cc enemy team comp

TheLegendaddy1 votes

I always feel bad reading these long posts and making suggestions. Riot is on a set course, destination: money. All design decisions are with that in mind. They may act like they listening but that's just part of the business plan too.

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