@Meddler Can we fix enchanter items already?
Let's put it straight: A vast majority of players don't like playing support. Why? Because it simply isn't as fun as other roles. Because items for supports are horrible. Supports have item's that doesn't benefit their kits in any ways and that is true especialy for enchanters. Let's take a look at the said enchanters.
Has AP scaling on her W, passive, shield and ult. Lulu is supposed to be the champion to help hyper carries out, give them mobility and enhance their auto-attacks to make them better at their job. She used to have the strenght to play mid but now I barely see her anywhere anymore.
Passive scales of AP. W bounce has a negative scaling that can become positive through AP, E has a slow that scales of AP to keep up with the growing MS as the game goes on.
ALL of her aura's scale of AP and ALL of her passive combinaitions.
Pretty much the only one who benefits from the heal/shield amplifier stat as much as she would benifit AP.
W, E and ult all have some form of utility scaling (but her base numbers and spells are so good she can pretty much build the shit way and still be super relevant)
ALL of them scale of AP in some way. And we NEVER benefit these cool scalings because what options do they have for AP?
. That's it. 200 AP IN TOTAL. That is sure not enough to scale their kit and make their spells relevant. So what do we do? We tap OP actives on all those items that give you mana regen, health regen, HP, CDR and resists so you can spam your irrelevant spell so much that they become somewhat relevant, and compensate with actives. Those said items with OP actives have been added a new stat some time ago: Heal/shield amplifier. Amplified heals and shields was not a bad idea to benefit supports, but it sure is not a stat that makes them feel all unique and most of the time it benefits only one of their abilities in their whole kit. So the active is still more relevant than the champion's kit.
AND MAKING YOUR ROLE RELEVANT WITH ACTIVES IS SO COUNTER INTUITIVE!!! AM I THE ONLY ONE FEELING THIS WAY?? Here is an example:
Let's say we had a new mage item.
300HP 100%health regen 25MR
Active: Shoots a fireball in a direction that deals 500 damage to the main target and 200 damage in a radius when it hits.
Why don't mages have such items? Because you EXPECT a mage to be able to do something like shooting an explosive fire ball that deal damage. That's what they are for. Dealing damage. So why is it considered normal that an enchanter, that is supposed to heal and enhance allys, is forced to build items that gives them no beneficial stats and an active or passive to enhance their ally in order to be relevant?
What can we do if supports have super interesting kits that scale of AP but can't buff any of these said items or add new one because if we do they will get abused (frost queen mid)? Well HOW ABOUT WE MAKE SOME SUPPORT ITEMS THAT GIVE ACTUAL AP BUT DON'T HAVE AN OP ACTIVE???? Or an active that benefits no one but them?
Why would you get an item that gives 85AP, 8% movement speed and 10% increased healings as a mid lanner when you have Luden's? Well you would'nt. Because Luden's is a better option for AP+MS with a damage passive. So support can have some actual AP and make their kit scale to it is relevant instead of being relevant through OP item actives. Here are some shits that would be cool for AP supports
ITEM 1 75 AP 50% mana regen 10% CDR
Active: Your next Healing or Shield gives an equivalent heal/shield to everyone around your target (X second cooldown) *Doesn'T apply to ultimate (Coz Karma would be broken)
ITEM 2 80AP 10%CDR
Passive: X%AP is added to your shields/heals.
ITEM 3 100AP
Passive: Increases you AP by 20% Passive: Your stat buffs on allys are added 5%AP (ex: Nami's passive, Lulu's W and ult, windspeaker, janna's shield passive etc.)
ITEM 4
75AP 100%mana regen
Passive: Your heals and shields give x move speed to the target the next time they deal damage.
Of course, in order to have such items we would have to get rid/ rework the items that give OP active because making a combination of the new items and the one with actives would just be broken, and some of the scaling on damaging abilities of said supports would have to be toned down, but I think making enchanters KITS relevant instead of their actives is the way to go if we want people to play support, because most people like their KIT to have an impact, they want the champion they chose to have an impact and the said champion to bring something unique to the game. Isn't that the direction you guys at Riot want to go? Than making supports something else than active slaves that all feel the same would be a start.
yeah, this isn't an enchanter item, you shouldn't buy this on any enchanter. But it's the last support item designed, and it gives you 12% lifesteal and spellvamp from someone else, and that's a ton of healing you can leech. This makes me wait for the next support items.
20% more heals is a little better than 120 ap on most heals and shields at lvl 5, and 45 ap at lvl 1. This is actually a good alternative to ap, and midlaners can't use that.
is getting closer and closer to support-budget territory. Situationnal.
can still be bought in 40+ minutes games.