The assist system is fucked and has been for a while now

Monkey D Luffy··89 votes·8,687 views

Please update it to be more acknowleding of assists and be overall a better system, I can tank a tower for almost all of my health and get no assist for the kills but a thresh can throw his w and not even help with the kill and get an assist.

I've also found that it will time out really fast, for example: Your jungler ganks, you help out then you retreat and let the Jungler finish them off, it's a tank so it takes a little bit longer for the jungler to kill them, you don't get an assist.

Please address the assist system, it's been broken for ages.

Edit: An idea I had, what if the system gave more gold for how impactful it determined the assist to be? it'd be better than getting nothing and this way things like proximity assists could actually be measured and it'd be a lot better than getting nothing,

And instead of the timer falling off you just get less assist gold for the time you last assisted to when they got the kill instead of falling off completely... Just an idea.

107 Comments

Kittenguin43 votes

We need a death recap update first. :)

ZT Xperimentor25 votes

This has been a problem for years, and riot wonders why no one wants to play support.

Elikain1 votes

The only problem people have with supports is that they are not usually playmakers because they don't contribute huge amounts of DPS, they do contribute in various other ways like warding, healing, shielding, CCing, reducing damage and tanking.

You're just used to playing someone that is more flashy and hard to ignore as that puts you in the spotlight. As a support main, i don't play passive supports myself, i do a lot more as a Morgana/Lux.

And assists do give you gold for various other things, you can't expect that ticking one box for an assist should give you equal or near gold for the kill. That would be the definition of too much gold and resulted in no one wanted to make a mistake and die.

ZT Xperimentor1 votes

I agree most forms of supporting the team aren't immediately exciting; but that doesn't mean they can't have impact either. I've seen & performed several subtle game-changing maneuvers despite being behind in levels & gold, most players underestimate the effectiveness of distraction tactics. Even unusual supports can be effective from unexpected synergy, though that requires teamwork & tolerance for creativity.

Flashy? I started out playing support as sona because I didn't want someone complex or convoluted to use, while I practiced placing wards and applying pressure. She's still one of my favorites just because of her design for being based on auras; though I don't play her as much because of her reworks. With mages also more or less nerfed, I've gone back to my top lane roots as it's not as stressful as jungle, but still get to do a variety of roles. It's not that I hate playing support, but it's become one of the more frustrating roles due to extreme changes in game design. Again hence why I'm playing top lane more frequently, even if getting beat down by my opponent's ganks, I'm not as far behind as the support; that's assuming if I play at all these days.

You're also misjudging my initial statement; I'm not entirely saying I only hate playing support, nor am I saying support is the worst. I'm saying as the everyman, that support is one of the most troublesome classes to play in the first place, and the assist system is a symptom of it.

I don't expect to gain a bunch of gold from assists, however you've also forgotten supports have been the most shafted class; their items being repeatedly nerfed either in stats or in raising costs, the removal of assist sprees & the 'inspiration' mastery (which gave you exp/time if you were lower level than a close range ally). These acts lost a bunch of potential to keep supports up with their team. Supports like tanks often have to rely on levels more than items to be effective, if you don't have levels either then it's painful to accomplish much of anything.

Riot has forced supports to play from behind even if your team is drastically ahead; that's the primary reason I say most people don't want to play support, struggling just to keep up isn't remotely fun. The system for recognizing assists has always been buggy, but it's becoming more apparent as teamfights become shorter from riot's impatience with gameplay.

Elikain1 votes

Well, it's true that the supports are shafted in many ways. If a new support item that is useful and gold efficient appears, it inevitably ends up on a mage that abuses it (because he's not a low income character) and is the result for the inevitable nerfs. On the other side, supports always are the least leveled characters in games, where if i play Lux for example (and your damage comes from your skill levels if you have low income), i can't do anything to help my team if we're playing from behind. Which then makes the role impossible for champions that are not pure utility based.

I agree that the support position needs tweaking for the sake of other support champions that can be supports but aren't served properly.

ZT Xperimentor1 votes

Given how most mages got gutted with; nerfed items, removed sustainability, and reduced ratios in their kits; I'd say they need any benefit they can get. Meanwhile assassins have been abusing marksmen items but riot turns a blind eye.

I'd say a good starting point would be the gold generation items & ward items; their raw stats are pathetic compared to most alternatives.

Elikain1 votes

Uh, what? Mages weren't gutted. They've gotten stronger and items tailored for more broader mid picks besides raw AP damage dealers.

Which of the assassins are using Marskmen items and which items? item 3142 is an AA oriented item and no Marksmen ever used it, before it's buffs. Now, the fad is "Korean builds" and Lucian/Miss Fortune switched theirs. In fact, this item gives you early skirmishing potential and that's the reason why every Marksmen now buys it. item 3153 also an AA oriented item and ever since it's nerfs, it's no longer a priority in any Marksman build. Outside of that, on-hit users still buy it, like Vayne, Kindred, Zed, Yi and probably a few others.

Gold Income items look fine to me. I support a lot and i can't complain about the gold at all. I can't expect that my gold should equal to a solo laner because if this was the case, then these items would find themselves on a lot of other champions because they pay off in the end with more items.

item 3401 item 3092 item 3069 cover almost all supports (there are few oddballs, like support Ashe) and serves tanks, pokers and babysitters. Even their stats are decent.

item 2303 item 2301 item 2302 Or you can go straight for Eye items, which simply merge this and a Sightstone into one item, freeing 1 item slot for something else. The stats seem to be bolstered a bit from their offensive counterparts but they lose their active for a warding active.

ZT Xperimentor1 votes

http://www.surrenderat20.net/2016/04/red-post-collection-state-of-season.html#2 The majority of their items had their ability power lowered; only the nomicon got a buff here; also mana regeneration was removed along with any sustainability with the sole exception of the grail. http://boards.pbe.leagueoflegends.com/en/c/general-pbe-feedback/xHB5ycBw-about-the-item-update-for-mages There is still the prevent problem of mages only performing well against other mages, they still suffer drastically against the majority of assassins & marksmen ran mid.

Oh lets see, zed & yasou using the bloodthirster, black cleaver, both domink's regards & mortal reminder, as well as the sterak's gage (which should be a tank item). Meanwhile I've even seen some marksmen use the duskblade more often than the actual assassins. Seems odd doesn't it?

Gold is fine huh? http://matchhistory.na.leagueoflegends.com/en/#match-details/NA1/2195264533/39526605?tab=overview Compare sona & draven's gold then compare braum & varus' gold; notice something? Regardless of if the team is ahead of behind the support is never in the top 2 gold income at best, but often the last 2 in terms of gold income.

I'm well aware of the eye line of items, they combine functionality indeed; but late game when you're behind items, they can't make up for it. Equinox sounds good but teammates waveclear before you can hit anything; watchers only gives gold for poke but teamfights rarely last long enough to get all the charges; oasis seems like a good idea if you can't poke or farm except it only works if you can see the minions, if you roam to ward you're loosing gold. How about stats; equanox gives +500hp for 2200 gold, giant's belt gives +380hp for only a 1000 gold; oasis gives some health regeneration & cooldown reduction, mikael's crucible gives the same but offering the ability to use 'cleanse' on an ally; watchers gives +200 hp +25 AP +10% cdr, the protobelt gives +300 hp with +60 AP. The stats are substandard late game, and only kept for the extra chances of gold generation & wards.

Elikain1 votes

Mana regen was removed in favor of flat mana. It wasn't removed without compensation. Now you have larger mana pools and even a Tear/Archangel's/Seraph's that make your spells cheaper. Lost Chapter restores 20% of your mana upon leveling, RoA gives you flat mana, HP and AP each minute. Chalice gives % mana or % HP regen. All 3 type of mid laners have been covered - scaling, raw AP and supporting. The usual AD mid laners have Maw, Yomuu's or BorK.

As far as other stat comparisons between the items go, you're looking at the cost efficiency the wrong way. You can't compare just one stat, you have to compare them all and Giant's Belt isn't a finished item. I recommend looking at the item's lol wiki page for that.

Zed is buying AD items and i don't remember Bloodthirster being strictly a Marskman item. Someone who values a Shield would invest in this while someone who want's to stop burst damage would value Death's Dance. Lucian and Miss Fortune already switched to Black Cleaver, why not Zed as well? If they can manage the application of it's passive and can use the stats, i don't see why they shouldn't build it. Maw and Sterak's have already been nerfed, the effects no longer stack together and get triggered at the same time.

Assassins are intended general counters to high priority targets like Mages and Marksmen. It stands to reason why mages struggle against them, especially if they are skillshot oriented champions.

Core support items are not meant to be the end game items, they are supposed to be gold generation items to the end. Only in a handful of games you actually sell it for something more expensive, where they last 45-60+ minutes.

Supports are always among the last in their teams when it comes to income. That's just how it is. Kills and CS play a major part of the gold income and supports are the only one who avoid this type of income. So you have to fiddle with the assists (to encompass broad spectrum of actions), get objective gold and rely on your gold generating items. The point is that you can't isolate supports from everyone else. If you mess with assists, everyone will get the same gold and the relative gold stays the same and if you fiddle with their gold generating items, we have Philosopher's stone stacking problem yet again. Certain champions will just buy the support items again because it pays off big time.

My opinion is that Supports are relatively underleveled and that this plays a big part in their perceived power levels. If they are denied levels and can't purchase items because of the gold restrictions, they are double screwed in terms how weak they appear to be.

ZT Xperimentor1 votes

Flat mana isn't as useful as often as mana regeneration; lets compare it as health for a moment. There's chogath & sion that rely on large flat health, then there's garen & mundo who rely on health regeneration. Sure chogath & sion can survive more of a beating, but if they aren't killed then they have to back and heal, loosing farm or map presence for teamfights. While garen & mundo can just back off for a moment, returning to full strength while remaining in view for pressure and xp. Who do you see more often in any given day? Garen. Now back to mana; there's ryze & singed who want large mana pools, then there's most other mages that rely on spam to get anything done such as syndra & brand. Ryze has low mana costs and singed gains health based on maximum mana while having his ult restore mana, so both don't require mana regeneration to function in long term fights. However syndra & brand burn 1/4~1/3 of their mana pool in a single combo, if it misses or fails (which usually does against any hyper-mobile champ), then they're less of a threat as after a couple attempts they won't have power to fight back at all, and with base regeneration being so low, they'll have to return to base to get a significant amount back, again loosing map pressure and xp. Have you tried fighting from levels behind? It's painful at best, worse if it's against someone abusable like zed or fizz.

The tear items at most reduce costs by 25%, and don't stack, which doesn't help most champions that have triple digit mana costs that much, as base mana pools are only a few hundred, which ends up just being an extra rotation of spells until it's fully charged. The lost chapter (and items it's builds into) are useless late game, as you won't be leveling up anymore; it's a 'win more' item, only helping if you're already crushing your lane opponent; if you're being crushed it won't help as you're often having to back or die. I already said the grail was an exception, but it got both it's ability power & magic resist lowered without a price reduction; a nerf and riot claimed it to be only a support item. But I agree with you that it should be an acceptable mage item instead of relegated to supports only, I'd still use it on any defensive mage (such as swain or singed). Then there's the rod of ages, nerfed repeatedly over the past year, and now it has 'eternity' which generates 15% of damage taken as mana; never mind it gives less flat health & flat mana than before. But wait they removed will of the ancients, leaving gunblade as the only magic spell-vamp item left, which only a few hybrids can make use of. There's no other sustainability left for mages that isn't suicidal, though swain & karthus work best in the enemy team like a melee bruiser, the rod of ages is pointless on ziggs and syndra as they won't have the survivability to gain any significant mana back without dying. Oh but there's cooldown reduction everywhere! Useless when you don't have the mana to cast more than a single spell. Why do you think the doran's ring has become immensely popular again? It gives mana regeneration in 2 forms and for cheap!

I prefer looking at the in game statistics in their item sets, as that's more accurate on the days they don't update the wiki. Sure giant's belt isn't complete, but doesn't negate the fact the eye items have terrible stats. I'm well aware it's to prevent other classes from abusing them, but when supports won't even build them (eye of oasis, ohmwrecker, zeke's herald, ext) something is wrong.

Bloodthirster used to be a core marksmen item back when its lifesteal was a stacking effect (gained lifesteal % each auto attack), still see it & similar used in most auto-attack reliant champions such as vayne with a ruined king's blade. Assassins are supposed to counter marksmen, the champions that used to be the only reliable class to tear down towers; not mages or tanks. They shouldn't need any armor penetration since marksmen don't build armor. Sterak's wasn't nerfed logically; they gutted it because of marksmen from taking it, but should've nerfed it so that only tanks would benefit from it; it's next to unused outside of a few problem cases. Mages can only take towers quickly because they have some of the highest waveclear, and that towers are still pathetic. Unless drastically ahead, the mage won't be as much of a threat as the marksmen. Assassins are played mid because the minions arrive faster than top or bot, thus leveling up & getting gold faster, while having relative access to top, bottom, and jungle.

The gold difference between supports & their carry used to be around only a grand; now it's 4 thousand, that's nearly 2 items behind! I'm not saying fixing the assist system will help only supports, I'm saying supports are behind the most and that the assist system is only part of it. The majority is because the gold generators are easily countered by both the enemy team & your own team, because the items give gold situationaly. Indeed but most any class is double screwed because riot has forced the game to speed up. They turned snowballing into an avalanche solely for the sake of 'pro' games, which have ironically become even more boring than before; 10 minutes of farming, one kill, then a teamfight followed by so many objectives that the other team can't catch up, then the game is over.

Elikain1 votes

When it comes to mana regen VS flat mana, i have the exact opposite experience compared to yours. You've mentioned Syndra and i'll also put Lux in this argument because i tend to play her in a support position a lot.

I could never get Syndra's high spamming and moderate mana costs under control with mana regen (before MYMU). A few mistakes with her spells or either just committing for waveclear a bit more than fighting your opponent could have easily put you out of a fight. You'd be low on mana and forced to stay back to let it regen, at which point another wave needed to be managed and you'd constantly being in a spot where your mistake of wasting mana costed you until you took a 1 wave break or just backed.

Compared to what we have now, larger mana pools (+400) and a useful passive of 20% maximum mana restoration upon leveling. Tear items aren't Syndra's usual buys but RoA is and it gives her a large mana and HP pool, able to live through assassinations and engaging in a scuffle or two if needed.

On the other side we have a Lux support, who already has a steep lvl 5 Lucent Singularity cost of 130 mana. That isn't cheap and the cost is justified for a mid Lux but not for a support Lux who also has to manage mana to the extremes with a Frost Queen's Claim. Just a reminder, it's mana regen is 75% but before it's nerf (because mid laners were opting into this item as a cheaper alternative to Morello's), it used to be 150%. Mana regen is not supposed to be an a universal solution to all mana problems, it should work for mages who have cheap enough spells and true spellslingers should seek larger mana pools.

The examples (Syndra and Lux) are pretty intensive mana champions and to offset this, mana regen on their items needs to be absurdly high. These high stats can be abused by less mana intensive champions as they have infinite mana pools and this has already been the case where FQC has replaced Morellonomicon. Mainly because of it's superior mana regen and a nifty active that guarenteed a gank and in a best case, a kill. The trade-off for this was a cheaper item, -10% CDR and -30 AP but it was worth it as the gold (that you also generated from hitting the enemy with spells AND farming CS) made up for it in mere minutes of constant aggression + a free escape via the Spooky Ghosts active.

ZT Xperimentor1 votes

I never used the rod of ages even before it was doubly nerfed, and I see less incentive to pick it up now with any regularity since it gives noticeably less health, AP, & mana than before. Though I didn't pick up a tear before on her, I would now since it at least gives more AP & mana in the long run. Haven't played lux in a couple years though, so I've got nothing to add to that.

I agree mana regen won't solve every mage, but several combo reliant mages require it to be relevant more than 5 seconds. I'm talking actual mages, such as syndra & velkoz; not magic assassins like diana, ekko, & fizz, nor the hybrid marksmen like ezreal & corki. They should switch the scales to that these abusers have costs on par (relatively) with the mages, that'd at least keep them from being played so much and thus more variety.

It's also incredibly obvious how riot is biased to favoring marksmen over most other classes with a single item. Essence reaver, critical strike chance, extra cdr based on critical strike chance, and mana restore with every critical hit. If you bought every finished critical chance item (6 in total) it would total at 170%, 4 of which give noticeable attack speed boosts ranging from +30% to +40%. Not to mention late game most marksmen have some of the lowest mana costs than nearly every other class in the game (except for manaless champions). They never needed the essence reaver to begin with.

Riot has been shafting mages left & right; removal of the will of ancients, mana regeneration, less power both in items & in most reworks. While physical champions have been getting more burst damage, less limitations on cooldowns & mana costs, ontop of extra survivability as if they didn't already have significant lifesteal. They may as well remove ability power & magic resist from the game, then make mages do flat amounts of true damage; since they refuse to keep most parallels that the game started out with. Just look at the lore on summoners & what happened to the tribunal.

Igotlazy13 votes

Well granted Thresh's W gives his allies a shield. Shields and heals are considered for assists. The problem with giving an assist on something like tanking a tower is that how exactly do you track that? Is it proximity to the kill? How long you tank it for? How much health you lost? The current system we have is pretty satisfactory. If you dealt damage, you get an assist. If you supported an ally through buffs (sheilds, heals or stat increases), you get an assist. If you applied CC to the enemy, you get an assist. I do think they could do something for Walling abilities though. Taliyah's Ult an Anivia's W don't provide assists since they don't meet any of the conditions I listed.

The Yetii Rider4 votes

{quoted}

Well granted Thresh's W gives his allies a shield. Shields and heals are considered for assists. The problem with giving an assist on something like tanking a tower is that how exactly do you track that? Is it proximity to the kill? How long you tank it for? How much health you lost? The current system we have is pretty satisfactory. If you dealt damage, you get an assist. If you supported an ally through buffs (sheilds, heals or stat increases), you get an assist. If you applied CC to the enemy, you get an assist. I do think they could do something for Walling abilities though. Taliyah's Ult an Anivia's W don't provide assists since they don't meet any of the conditions I listed.

Proximity for the kill is absolutely relevant. You can tank towers, body block skill shots, throw a ward in a bush that lets your carry finish.

DeathBurst1 votes

Braum shield grants assists, though, even if you only protected yourself and didn't intercept anything intended for your team-mates. I got a very undeserved assist 2 days ago like that, where I was retreating due to an error in positioning and escaped with a sliver of health, then just after that the Yasuo on my team arrived and killed someone and I got an assist. x)

Speaking of Yasuo, I wonder if he can earn assists just with his windwall.

My Waifu Vanilla1 votes

It could be pre rework Soraka that used to get assists by simply standing near people giving them MR.

MunchCrunchLunch1 votes

{quoted}

Well granted Thresh's W gives his allies a shield. Shields and heals are considered for assists. The problem with giving an assist on something like tanking a tower is that how exactly do you track that? Is it proximity to the kill? How long you tank it for? How much health you lost? The current system we have is pretty satisfactory. If you dealt damage, you get an assist. If you supported an ally through buffs (sheilds, heals or stat increases), you get an assist. If you applied CC to the enemy, you get an assist. I do think they could do something for Walling abilities though. Taliyah's Ult an Anivia's W don't provide assists since they don't meet any of the conditions I listed.

they can make walls due 1 true damage to nearby enemies. so you get an assist. thats why a lot of "non damaging abilities" give you assist. because they do 1 true damsge

Frnak1 votes

Pseudo-code:

IfYouTakeTowerAggro AND AllyWould'veTakenAggro AND AllyScoresKill

ASSIST.

Badum.

Wall? That'd be incredibly difficult to code for I think.

SIayton11 votes

They could just do it like HotS and do it with proximity to kill. Which honestly makes more sense because it's possible to zone an enemy into being killed without actually damaging them, which is clearly assisting the kill but not by the damage metric. Same with tower tanking. Easiest solution is proximity.

ChaoticPinecone3 votes

But games that count "eliminations" like that have no benefit for the "eliminator". For example, in CSGO, HoTS, and Overwatch, the person who assists only get bragging rights on their scoreboard.

In League assist-kills give more gold than a solo kill. Though it might help people who tank tower or zone, it also helps those who just sat behind a wall waiting for an opportunity but never contributed to the kill. Doubly so if they have items like Mejais.

EfficientDynamo2 votes

Couldn't that issue be solved by requiring you to take damage in order to be awarded a proximity assist? For instance, I could shield my ADC as Braum and let get a kill without fear of taking damage, but since Braum's E (or just body blocking skillshots in general) doesn't affect the teammate getting the kill the Braum would not get an assist. This scenario is pretty common for a good support/tank, and should be acknowledged.

VvVVvV3 votes

Come on now. People are just reaching here. Thats like saying if im chasing someone and they end up running into a teammate and they get the kill, i should get a assist? Even though i never touched the guy, didnt apply and shield, hea or anything to my teammate? really?

SuicideJ2 votes

You forced an enemy to run into a teammate that can finish them, not let them get back to base easily and get some health and items and saunter back out to fight again. By chasing an enemy you are preventing them from receiving gold and/or experience. If it ends in a kill, even without you touching them, you put effort into it and should be rewarded for such.

That being said, reckless chasing is always a bad idea, and chasing should only be done when aware of the map and where your enemies are, alive or dead.

VvVVvV2 votes

Im sorry but no. it would just make no sense to give assists just for chasing someone...even if you are chasing them to prevent them from basing.

Because if that was the case then at the same time you would be saying if you chased someone and the person you was chasing teammate shows up and kills you.......then they should get a assist for you chasing them? NO that wouldnt make any sense either. Even if you tried to argue the person was baiting you into chasing them there is no way for the game to see that is what was happening.........hell even if the person you was chasing died to your teammate how is the game supposed to know you was even chasing him? And not just simply going the same way with distance between you? There has been many times I was in the jungle near enemies with no wards, i would see the enemy run into the bush, by time i got in the bush they were out and out of sight and then someone on my team happened to come into the jungle from another side and just happened to see the enemy and kill them.........how would the game know whether I was chasing that person or just happened to see them pop up in and out of view?

volrath052 votes

yeah it makes sense, because in the opposite scenario, its called baiting and is a pretty widely used tactic. i don't see how you can even argue with this. forcing people into unfavorable positions is part of the game and should be rewarded if i can get assists for just hitting w on sona and doing nothing else, why shouldn't i as maybe an immobile melee champ like cho'gath, get an assist for chasing opponents into an unfavorable situation, and vice versa, if im a very mobile champ and someone is stupid enough to chase me into my team, i should get an assist for that as well.

VvVVvV1 votes

Because Sonas W is healing someone , you are applying a buff or effect to a teammate.........

Seriously people need to stop being lazy, wanting assists just for chasing people.

Im not even going to waste tme responding to these responses anymore lol....this stuff is laughable and it will NEVER happen.

SuicideJ1 votes

If you kept your teammate alive as they are killing an enemy, why shouldn't you get an assist? You are within range of combat, not clear on the other side of the map.. Well.. Unless you are Soraka... Anywho... lol.

You pick the weakest slowest support champ and try to follow your team for combat phases and be relevant while your team chases and watch how many assists you could have but didn't get. That is gold you miss out as a support. even if this was exclusive to supports, it would make the support role look much more desirable.

If you think Riot couldn't figure out a method that would work for this idea.. Then you have no faith in Riot's ability to make things work, which only cements what a lot of the forums complain about..

VvVVvV1 votes

I said wi wasnt going to comment about it anymore but your last comment left me no choice. But really its not about the chasing, because like i said...will never and should never happen.. its about what you said about having faith in Riot to make things work.

HELLOOOOOOOO Dynamic Que? That thing is flawed......doesnt match people correctly as many screenshots on here that have been posted has shown. Some people who que solo are getting matched with premades of up to 4 people who are smurfing but do not want to win the game so that they stay in bronze. Yeah its the people abusing the system but its the DQ system that aows its to happen. Thousands of people post not likeing the system and even the people who hmade the system admit its failing but yet they refuse to bring back SoloQ.

So yeah...if they dont have faith in the peope that play their game to listen to them and give them what they want why should i have faith in their ability to make something work when they already have shown they cant?

SuicideJ1 votes

I agree DQ is terribly flawed and a failure. Queue times show that. But, this is about making roles desirable when they are not rewarded for any form of participation monetarily, really.

VvVVvV1 votes

i dont think that lack of gold is the reason people dont like to support. I think most people are glory hogs and fell the need that they need to carry or that if they are not carrying then they have no impact. But i main support and i know good and well that supports play larger roles in outcome of the game than most people think. Matter of fact I set and laughed at myself yesterday in a game where i was Soraka...and this fizz got a quadra kill then died. Then he types to the team "where is everyone" Im 1v5 fighting them all by myself." Im like "dude you didnt see me with you healing you the whole time?"

he would of died after his 1st kill but supports get no respect lol.

SuicideJ1 votes

I play Support, not as much as I used too, but I mostly stopped because it is a very powerless position. I cannot help my team outside of utility and the enemy team can bypass me by either killing me easily, or becomes immune to my utility. It's not fun. Especially when my team is determined to die.. So having gold to build better items quicker rather than slower would be nice.

VvVVvV1 votes

Yeah it would be nice. I just think they should add a few more gold per 10 seconds to the support gold items. When i play tank support i hate getting relic shield because i feel it is not worth it...the heal is not enough and the gold you get is not enough......but im forced to get it because the adc will complain.

But as far as powerless it just depends on who you are supporting......support mains know...not everyone is supportable.

I stopped using soraka back when they changed her kit......but just yesterday i started duoing with a vayne main.......he wanted me to use soraka......we won 8 of the 11 we played ....all i did was silence enemy and heal the hell out of him while he went to work. But there are other adc's out there who will not trust the heal is coming and will take off running...therefore rendering a support like soraka useless.

Pale Pirate1 votes

If that happens we will have jungler flashing into the lane just to share the gold. After all at HoTS you get no bonuses for assist/kill, so it doesn't matter.

Renascent5 votes

The assist system right now can feel a little too simple and lazy. Condition for an assist is just to grant a buff to an ally about to kill someone or to damage/cc an enemy about to die, then have the enemy die within 10 seconds of either of those conditions happening.

A revamp of the assist system to something more complex isn't impossible; Halo 4 did it by granting points for being a "Distraction" for an ally by taking fire from an enemy only to have the enemy gunned down by a friendly.

Pika Fox4 votes

In game wise assists are generally fine... i just get irked when i am the literal sole reason our team wins, and others get an S and all i get is an A. That shouldnt happen.

Sire Hippington3 votes

The worst thing imo is that dealing damage to shields doesn't count for assists. If i deal 700 damage to nauts 800 hp shield in the late, i gain no assist while dealing 1 damage to his direct hp would be enough.

The issue for stuff like tanking a turret or zoneing is how to track it. How do you track that you tanking that turret did help getting the kill?

Myozthirirn1 votes

that got fixed in season 1

Sire Hippington1 votes

You mistake it for lifesteal and the likes that were changed to work on damage vs shields, aswell as that shielding allies counts for assists. Dealing damage to a shield without breaking it still does not contribute to assists, only direct damage to hitpoints does.

RasCaelestis3 votes

I can back this up. I once fought a Yasuo under my turret as Vel'Koz. I was really low after killing the enemy Lee Sin jungler, when Yas came back in and killed me. I AA'd him twice, but all my abilities were still on CD, so all I did was plink at his shield before getting killed. Yas also died though, after taking a few tower shots. The problem is that even though I hit Yas, I didn't technically damage him just his shield, so he got executed. Yas said "lol outplayed" or something like it in chat, but I and even the Lee were confused and tried to figure out what happened. I definitely did damage to his shield, but because of the terrible way damage/shield interaction works, I didn't get credit for the kill.

A Basic Island3 votes

I find it kinda funny the penta kill window is so fucking long but assist window is shorter than a mexican midget.

volrath051 votes

ppl jerk off over pentakills, if rito were to gimp it like assists people would be throwing a tantrum

zlumpy2 votes

So far it seems like auras are king when it comes to assist. Taric gets assist for simply being linked to an ally. Sona gets an assist for an aura. I think Iron solari may give assists as well with magic resist aura (not 100% on that one)

Solitair2 votes

The worst thing is setting up a major combination kill, doing over 50% of all the total damage to the enemy health bars, getting killed because your teammates just stand there and pee their pants instead of following up, only to watch through grey screen as your teammates suddenly muster all their courage and clean up ALL OF THE KILLS-- except too late for you to recieve any assists.

doiminat0r36001 votes

It's designed to give you assists if you damage the enemy or apply a buff to team mates (non drag/baron/herald). Janna's Ult doesnt give assists because it doesnt do damage, just displacement. Shields give assists as well as heals. If this kind of thing was true, Yasuo would be able to get an assist because he blocked an ult with a windwall when he was across the map.

escape2 votes

wait what i thought Janna's ult counts since its a cc

doiminat0r36001 votes

Nope, it doesnt. If you try it, you wont get it.

There was a petition a while back to add 1 true damage so it would be counted but was never added.

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/AdQEUQQA-jannas-ult-and-assists

VvVVvV2 votes

Look at your own link....MEDDLER responded telling them that it is set up to give assists...but no one that respnded to him seems like they read what he said....they just start giving suggestions but he said that janns ult is set up to give assists in the spells script and on the knockback.

My Waifu Vanilla1 votes

It probably also gives assists since you get 1 tick of healing off if you double click iirc.

VvVVvV1 votes

Huh? You dont have to do damage to get a assist. You can shield someone with Face of The Mountain and get a assist. And i can remember many times when playing janna i would flash behind the enemy, ult them towards our tower or my team and get a assist. PLus on top of that her ult heals and just like with any healer, if you heal someone right before they kill someone you will get a assist.

You can get assists by

Shielding teammates Healing teammates ( i like to press R with soraka even if not needed just to get a cheap assist even if not needed lol same with Karthus) Slowing enemies Silencing enemies Rooting enemies Stunning enemies Exhausting enemies Speed Boosts teammates ( speed someone up with lulu or sonas ability, Sivirs ult or by using Talisman of Ascension and a teammate gets a kill, you will get a assist) Damaging enemies (had a game earlier where our adc had a kill well in hand...so i just slapped the enemy 1 time and then walked away just because i wanted the assist. Abilities that give a teammate more damage like Namis E will get you a assist.

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