The problem with Enchanters
As we all know, support as a role is...lacking. A lot. Honestly, I blame the enchanter class for it.
Short version:
Enchanters don't have interactive game play, and support itemization encourages even less interaction between players and opponents. This is boring to most video game players, let alone LoL players. Given that most supports are enchanters, and problems this class has effects the role as a whole more, that's a major why support is unpopular.
Long version:
Now, in the support role, we have more enchanters than we do anything else. That means that if there's something that doesn't feel too compelling about enchanter gameplay in general, then the majority of champs in the role aren't compelling as a result. This is where I feel the issue has really taken hold. Enchanter game play is generally lacking since many of LoL's enchanters are rather stale and bland in how they work in the game in comparison to newer champs.
Now, in order to iron out the issue here, I'm going to reference a little something I remember from back when I was playing fighting games competitively with my friends. Namely..."fireballs" (name for nearly any projectile in a fighting game, even if it's not on fire). Basically, the reason why projectiles in fighting games are so important, especially 2-D fighting games, is because it keeps players engaged in the match. In 3D fighters, backwards mobility is rather sluggish in comparison to forward mobility, so turtling is just naturally hard. This isn't the case (as much) in 2D fighting games, and the screen stretching backwards allows for players to back up a decent ways from the enemy. To keep players interacting even when they aren't in range to interact, projectile attacks serve as a constant threat that players can use against opponents.
With that said, the takeaway from that is "interaction". The action is exciting and appreciable when your character interacts with the opponent. So why am I calling out enchanters here? Because tank supports, as melee champs, naturally interact with opponents up-close and personal the minute they do anything. Braum blocking shots with his body. Leona hooking squishy backliners. Blitz pulling the wrong damn dude again. Nautilus forcing someone to stand still for 3 seconds. Most of the things tank supports do immediately promote player interaction between them and the opponent in some fashion. With this in mind, I think most of the tank supports, if not all of them, are well designed champs. They have appreciable, noticeable game play that incorporates enemies and allies alike and involves counter-play.
So now with THAT done, I can contrast that with enchanters. The problem is that enchanter game play is usually less "well done" in comparison to the tank supports. Nami and Bard are pretty aight, but then again those are the latest 2 enchanters made, save Ivern, if I'm not mistaken, and Ivern doesn't count for this. The "problem enchanters", as far as I see it, fall into one of these categories:
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They're someone like Janna or Soraka where their core game play is nothing but mashing your cock block button(s) from within a bush.
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They're someone like Sona, Karma, or Lulu where itemization encourages you to play like Janna or Soraka sooner or later anyway, because we haven't found a single other good stat, active, or passive for enchanters to build in their items outside of shields and heals.
Basically, the game takes the thought of "interacting with opponents" and chunks it out the window. Think of top/mid/jg, right? Top is melee vs. melee usually, where people are close-ranged scrapping it out until someone brings Quinn and the other guy's not having fun. Mid lane's ranged vs. ranged usually, where people are lining up shots and dodging attacks. Jungle has been changed for the sole sake of having players not pve so they'd go meet n' greet their fellow enemies. Riot themselves are clearly on record stating that they wanted more pvp going on in the game a while back. It's pretty clear that the point here is that when we're actually interacting with the enemy, the game's generally more fun. Yet, with enchanters, their kits are kind of the flip-side of this, and if it isn't, we're more than ready to make them play like it is anyway. For people that are about to say otherwise, do note that itemization changes your approach to a game. If you're building shields and heals, you're going to play into shields and heals. If there's nothing else to build into for an alternative approach to the game, the ONLY thing you're going to play into is shields and heals. Not interactive = not fun = less appeal = less support players.
That's my take on the issue with enchanters.
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and maybe
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would probably be the big targets in a Diver update. The rest of the Divers are either fine or are on the tier 1 VGU list
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I tried picking up new supports, and was more drawn to champions like
and even
. And the more I look at it, it's because those champs let me have a real impact on how my lane did. playing champs like
just felt like I wasn't doing anything.