New Support Items and why they favor Damage Supports stopping at 1000g
I don't know why no one did this yet, but I had a long argument with a Forumer, which got me to create a form that illustrates what was "Possible" under both item regimes (Season 9 Spellthief vs Season 10)
#One Caveat: This is assuming the support played correctly in Season 9, and didn't farm, but that the adc also stayed in lane and didn't create windows of 0 income.
The results are actually interesting:
Two Items being held equal in recalls, and adcs/supports in unison:
#The item incomes break even at 14:40 after considering the 450G upgrade. After that, it's a pure uphill windfall for 9.0
[img]https://i.imgur.com/GFwz2ws.png[/img] https://drive.google.com/file/d/1YZjSDeOIs6yYoS2qZvtBNWNYONAqyEMy/view?usp=sharing
**This illustration is pretty easy to follow (at 40 minutes, the opportunity of 9.0 exceeds 10.0 by 3150 Gold - That is to say a support that now finishes 40 minutes at 9500 would have ended the game at potentially 12610 gold) ** #(That's 226 small minions worth of gold!)
This leads to the second part of the title:
- People will make the argument that Supports aren't supposed to CS, and thus there is no difference in Damage supports vs Utility Supports.
#I argue that people will do whatever favors their own personal impact on their team. If that means a damage support getting 100-130 additional CS to supplement their expensive purchases, they will do it!
- Utility Supports by and large do not have impactful kits to create farm. If Soraka Q's a wave, it at best half HP's, and she might secure 3 of 7 CS at best, considering her low AD growth, whereas if Zyra hits a wave, she will almost 100% secure it.
#3) Because of the above mentioned disparity, support items now favor damage supports in income. After the 1000G mark, Enchanters basically lose all income but assists. Damage supports get those assists too, but they also farm 70-100 more minions, and get about twice as many kills as an enchanter.
Basically what this boils down to in Season 10 League:
Unless Gold items gain back the post 1000g Gold, Utility Supports are going to have to finish games EARLY (more or less wrap up a game by 14-17 minutes to end by 20-24 minutes to maintain win rates). The longer the game, the more limiting these items are on utility supports.
The Damage supports on the other hand, will continue to farm, use kill incomes, and supplement the early income advantage and actually be able to turn it into a snowball (see Senna, Zyra, Vek Koz)
This disparity won't always result in WIn rate advantages for late game Damage supports, but it will directly impact how Riot Balances them! If they are languishing at 50% or less win rate, it's VERY likely that Riot might buff them, even with a superior gold income, and result in an OVER BUFF.
#Riot really just needs to put back in the post 1000G income. I've gotten 1000G on the new items in 12 minutes (almost perfect item use). And then spent 17 minutes of a game gaining only 1000g per 5 minutes, not getting rewarded for my performance.