An Idea to make support more fun

JVP15··3 votes·371 views

There have been many threads trying to make support more desirable (which, as a support and pretty much only support main, it means they are taking my role and so I hate them with a passion burning brighter than Leona ) I have seen a few suggestions that seem to go towards, "make roaming more rewarding," or, "have better vision options." That is all fine and dandy, but I don't think it will be as rewarding as carrying a game. So, here is my suggestion: Make supports have good late game scaling. Basically, as the game progresses, I feel like supports could scale better into late game so that they don't just because ward bitches, pure utility, or a walking heal spell. If you want to build pure tank on a support, then that should be a very viable option, however they should rely on everyone else to do the damage. BUT! If you built your gold item, maybe a sightstone, and then full AP, then you could actually do meaningful damage.

I was thinking that supports could have a power spike of their own. They could start off powerful early game, fall off a tad mid game, then start doing a fair amount of damage late game. I am going to use Leona's Leona W Eclipse as an example. Currently, it deals 60 / 110 / 160 / 210 / 260 (+ 40% AP) Magic Damage. I am suggesting that, instead of changing the base damage, the scaling is changed, up to a 70% AP Scaling, or the same as a Light Binding from Lux. To be fair, I am not an expert at balance, so these numbers are arbitrary, and actual testing would be necessary, so this is just an idea.

The way it might work, is that it starts with 20% AP scaling, and increases 10% per level put into it. So, it might look something like this 60 / 110 / 160 / 210 / 260 (+30 % / 40% / 50% / 60% / 70%). This way, you have an option: Build super tanky with relatively cheap items, or spend more to do more damage.

I think Lux Lux is actually a good example of what I am trying to do here. Technically, she could be tanky and bring utility (slows, stuns, shields), but she can also be played offensively to an extent. This is because she has pretty good AP ratios and decent base damage as well as utility. Maybe this is a horrible idea. Maybe doing this would break the balance of the game, but both teams have a support, and if both supports can go AP and do more of damage, it might just balance out.

To clarify, raise the late game scaling of supports so that they can provide both lots of utility and a fair amount of damage. With strong early game base damage and low scaling, slowly growing into lower base damage but higher scaling. All of this might make support a more desirable role because now that you actually do damage, getting fed means that you could carry a team (or at the very least, make it super easy for your adc to carry)

3 Comments

Dreadlocks1 votes

I dont think supports are meant to scale with damage.. but rather the utility their kit brings to the team.. And i'd say most supports scale quite well into the late game.

DemonBoneJangles1 votes

I agree, if supports were meant to be heavy damage dealers they wouldn't be supports, that's not saying they cant its just a primary support is going to scale worse than a secondary support, ill use the example of Lux , she is not a primary support she has mage as her primary therefore her scaling is better than a primary support while someone like Braum is a primary support and therefore has better defensive scaling than a secondary support, the tradeoff is damage for defense and utility

V The Support V1 votes

Which Supports?

More from Gameplay

More by JVP15