So riot forgot about one of the main problems of supporting you have to deal with

Linna Excel··85 votes·12,295 views

You don't get a lot of the XP you need while supporting.

My fellow support mains know what I'm talking about. Sure not having gold to buy items sucks, but if you support long enough you get used to it. Yes no one gives you a lot of credit and you get all the blame, but as the team's stay-at-home-mom you know you've got a thankless task that needs to be done. Yes some champs are more passive than you'd like them to be, but every time those champs aren't completely passive riot nerfs them back into being passive because everyone in live balance has two butts to poop on your main with... politicians are two faced while game devs are two butted.

However, I think it's the lack of XP that in the end really turns people off from supporting even if it isn't the obvious thing. I mean think about it. As a support, the one thing you really have to scale on is levels and because you are warding, roaming, clearing wards, not CSing, etc you are going to quickly fall behind in levels compared to the rest of the team. A lot of supports can't come back in the level department very easily. Let's say there's a large wave of minions bottom. How many supports WHO CAN'T GO MID have the kits or the damage items to quickly clear a wave to catch up in gold or levels? No many. Even if you did, a support on his own is just begging the other team to pick him off while your team is raging at you to group after you ward the other side of the map by yourself. And when your team is grouped in a lane and CSing, how easy is it for the support to get CS then when you've got an ADC, AP mid, toplaner, and jungler competing for those CS as well? It's not. Plus you aren't getting very much XP when a minion is split 5 ways.

I mean yesterday Meddler, who is a bloody support player, mentioned his thoughts on supporting issues and having to deal with not having XP is so second nature to him he didn't even think about mentioning it. He's so used to being 3 levels behind his team, it didn't even register to him that non-support mains don't like being that far behind people nor do they know how to play well while lacking levels as much as they are lacking items.

Here's why no one supports: you've got to take all the blame unless the jungler pissed off the team, you get none of the rewards, and the one thing you need most to do your job (levels as that's the only thing you have to scale off of) you don't get... because you are busy doing your job. I mean not being able to buy the fun items that make your damage go up is an issue for the non-mains, but as far as the role is concerned doing your job properly makes you miss out on XP as much as it makes you miss out on gold.

Supporting is the only role in the game that punishes a player for doing his job correctly, not just in terms of no GP or fun items, but in terms of no levels as well. Here's a thing about game design that I learned by reading rosewater: players do what you reward them to do. Being support isn't as intrinsically rewarding as some of the other roles in the game. It wouldn't surprise me if a lot of people became support mains only because they like the shorter queue times and they seem to win more in the role more than because they really enjoy supporting. I read a long time ago that in MMOs maybe 10% of the player base tops gravitates to the healer/support classes. Last time I checked, riot needs 20% of its player base in the queue to be either a support main or secondary/fill (also known as support mains).

So if you aren't someone who naturally gravitates towards that role, getting punished by both your fellow players and the game itself is quite a turn off. A lot of players like big numbers. Unless you are counting healing done on soraka, supports don't put up big numbers. A lot of players like getting kills. If you are on support and get more than 1-2 kills, you run the risk of getting flamed by your team. A lot of players want to get a pentakill. Supports are the rarest class to get a pentakill. Players want to do interesting stuff all the time. Supporting means making sure your team has vision when any bush can contain the enemy team and no you don't have enough wards to ward every single bush there is.

Want to push an objective? Supports can't do that alone. Want to clear a lane or the base? Many supports can't quickly CS even if the game depended on it. Want to split push because your team can't win a 5v5? Can't do that on support. Want to sneak/steal a dragon? Supports can't do that... I tried to steal a dragon with sona once because our jungler was AFK, it didn't work out so well.

So not only does the game punish you, you are also extremely dependent on the rest of your team because a lot of the things ESSENTIAL TO WINNING OR SAVING THE GAME that does not involve vision are things support players can't do alone. That's why supporting sucks to most people. You are entirely responsible for vision when half of your team won't look at the minimap but you are completely dependent on your teammates for a lot of the things you need to be able to do to win the game.

More XP won't solve all the problems, but it would take a big one a lot of people don't think about away.

A month ago, I suggested that sightstone give XP to players who are close to teammates with more levels than they are. Maybe riot should consider one of the core support items like sightstone or the GP items give supports XP as well.

124 Comments

RiotMeddler61 votes

XP deficits for supports are something we'll look at too, with you there. That list wasn't intended to be a comprehensive rundown of everything we want to work on, just a bunch of examples to get discussion going.

Siegfriedx24 votes

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/BBuEREEJ-simple-solution-to-stop-abuse-from-midlaners-using-support-items What are your thoughts about making support items unlocked just by using a certain mastery? Similar to how smite work with jungle items?

Imperial Pandaa1 votes

{quoted}

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/BBuEREEJ-simple-solution-to-stop-abuse-from-midlaners-using-support-items What are your thoughts about making support items unlocked just by using a certain mastery? Similar to how smite work with jungle items?

That would be interesting, but what would that mastery be? Although you are referring to summoner spell with Smite. Even then, what Spell? Supports switch between exhaust and ignite primarily, but other lanes use them too. I mean I run DrMundo with smite and exhaust in the jungle. What mastery or spell would be so support focused that other lanes wouldn't want to use?

dark100dark1002 votes

An upgradable summoner spell could help. You need to buy a sightstone and you get a free upgrade for the summoner spell for example.

Oglaf2 votes

{quoted}

XP deficits for supports are something we'll look at too, with you there. That list wasn't intended to be a comprehensive rundown of everything we want to work on, just a bunch of examples to get discussion going.

Gold Income Items getting an EXP bonus like Jungle items maybe? On the caveat it only works when you're not the one killing the minion?

Spoofghoul9 votes

i think op's idea is better

we used to have a mastery too which gave xp per second near higher lvl allies

op just wants that on sightstone

getting xp for nearby minion kills can potentially be abused unless it is such a small number it's hardly noticeable

doiminat0r36001 votes

Then we may have a Lee Sin buying Sightstone and camping mid lane could be abuse of the power.

LazyW0lf4 votes

But then he's favoring XP over gold and stealing XP from his mid laner. It's a pretty fair trade IMO, it doesn't seem like a smart thing to do.

doiminat0r36001 votes

the XP would be extra to lee but half to the midlaner. That is a problem because it effectively puts a midlaner behind, causing the gates to be opened midlane and the rest to collapse from there.

This just isnt a good idea.

ATeamer6 votes

Which is why the Lee Sin wouldn't do that. Bad strategies tend to lose games, and people don't like that.

Chromatic Eagle3 votes

If you hypothetically do a vanguard update next, will you also be addressing some supporting issues?

RiotMeddler20 votes

We'll likely be working on a number of support issues next year regardless of which class is in the mid-season update. Some of that work would likely come out in regular patches, not just mid-season or pre-season (changes of a size that's fine in a regular balance patch, or things like recognition/ceremony that don't affect gameplay directly).

WiegrafOfValor15 votes

@Meddler

Bro... why can't you change the shared exp for two champions to 75%? or just make a passive that increases shared exp for Sightstone? I don't mind the gold gap, but having to team fight mid game against a bunch of lvl 16+ champions with max ultimates while you're lvl 13~14 just hurts.

It's christmas man, just give me that, just for testing, if turns out to be bad you can take away in January.

Chromatic Eagle2 votes

I'd be happy with SS giving xp, but won't other laners take it to cheese out levels?

RisenDarkKnight4 votes

Not if it was designed right. (for instance you get X bonus XP for each minion that dies near you that an allied champion last hit). Or it could work like the old mastery where you only got XP for staying near a higher leveled allied champion.

There are several ways to make it impossible to abuse on other laners (though it might be occasionally bought on supportive junglers like nunu).

Silverjust2 votes

I would like it more on the starting item and you only get xp near someone with higher lvl

RocketRelm1 votes

One repercussion from that is that not only do supports benefit, but ADCs as well. Both supports and adcs suddenly having a huge glut more XP can significantly change the dynamics of the whole game.

LazyW0lf3 votes

But most if not all ADC's scale with items, not necessarily levels, since most ADC's don't rely on abilites for most of their damage and just right click with crits. Supports scale mainly with levels since they rely on base stats and utility so much.

WiegrafOfValor1 votes

adcs suddenly having a huge glut more XP

62% >> 75%

"huge glut"

Plus, other solution is to bind that Shared EXP bonus on a support item, negating any side effect on ADC.

BLACK REALM GOD2 votes

easiest way to increase more players in support - change the name.

hear me out.

the reason i say change the name is because it causes a conflict of interest with the champions that play that position. because there is both a role and a position called support every player just automatically assumes that these championsAlistar Anivia Ashe Bard Braum Fiddlesticks Heimerdinger Janna Karma IvernKayle Leona Lulu Lux Morgana Nami Nunu Orianna Sona Soraka Syndra TahmKench Taliyah Taric Thresh Zilean Zyra go there and you end up with a double standard for champions likeBrand AnnieBlitzcrank Velkoz which are commonly accepted, but then you have champions like Ashe Syndra Kayle that are not and will often times get you reported or harassed to no end.

if you were to change the name of the lane to "fill" then you could in theory take that player and always put them at the bottom of the draft pick and they'd just fill in whatever is missing from the team composition. this would allow rule number 1 of the summoner code to be upheld in an actual meaningful way.

then you could change the "fill" name to "random" and it would be exactly that. random.

unless of course you actually want people to always play those 27 champions in that lane only.

TyrekGoldenspear2 votes

They actually technically changed the champ class as a whole to "Controllers"

This class contains all the former support champs with distinctions between champs that boost allies or hinder opponents. (Enchanters and Disruptors)

Super easy to take a champ like Brand support, as he could then be classified as a disruptor due to the large zones of "nope" made of fiery death.

woodvsmurph1 votes

Morg becomes popular support, her w gets major nerf in damage because she was too strong. Still waiting for that to happen to: vel'koz, brand, leblanc due to their overkill level of SAFE spammable damage as supports. But really if you have a decent adc and enemy picks brand support, grab leona -- brand entered lane thinking he picked a kill lane. He was right -- we killed him and his adc about 5 times before they got a kill back -- this despite multiple ganks by enemy jungle. Alas lvl 5 leona with 1/2 hp can't tank full brand combo plus exhaust plus multiple tower shots -- traded 1 for 1; feeding my adc more. Went on to wreck teamfights vs a 7/1/5 jarvan top and a strong enemy mid and jungle. Moral of the story: dodge a couple of brand's early pillar of flames and get a hard engage champ -- he blows up real nice.

Dolasaur1 votes

VK, Brand, and LB all lack Morgana's inherent utility as a support, though. Brand and LB have a single, conditional, hard CC that is minion blocked. Morgana has a single, non-conditional hard CC that is minion blocked, plus her shield and ultimate. (I also almost never see LB support...) VK is more debatable because he has his unblockable AoE knockup on a non-ultimate cooldown, but I think Morgana still provides more utility than him.

On your story... I 100% agree with the moral post-6. But how on earth are you doing anything to Brand pre-6? Why is he in your E range? He should be able to safely poke you from outside its range. And if you're totally zoning him + ADC from minions, he should be hitting you with a fair amount of poke.

I don't play Brand, but I play a lot of sup VK. I absolutely destroy hard-engage supports that rely on a linear skillshot (Leona, Blitz, Thresh, Nautilus) in early game most of the time. Leo and Naut change at 6 (and then proceed to kill me every time their ults are up unless I have both Flash and a countergank ready). But giving 5 kills by level 5 sounds like he just didn't respect Leona's range.

*Of course, this doesn't apply when there's a great skill gap between the players, and this is only from my experience at my MMR level.

woodvsmurph1 votes

It does depend on your rank and skill level as well as that of your opponents in lane and your own adc. Personally, I pulled this off having not mained support since 2 seasons ago in upper silver or low gold tier -- can't remember which I was at the time. Obviously higher rankings mean brand has more accuracy with his pillars of flame; however, you probably have an adc and support who are better at dodging them than I am and better rune pages to deal with your matchup. Not sure how that all evens out. But if you learn how the brand support operates and he uses a pattern, you can abuse it -- there is a small window for you to dodge his pillar of flame. After that, it's just waiting for leona's lvl 2 or lvl 3 power spike (lvl 3 spike is strongest next to getting your ult) and punishing brand whenever he goes in for damage. To increase his chance of landing damage, he can't be max range. Either he stays max range and you dodge most of his damage and threaten his adc, or he gets somewhat closer than max range and you can e him when he's casting pillar. Note: this ONLY works if your adc actually follows up with good damage and has strong pre-6 damage (ex: corki, mf, vayne is prob ok too). Simply put, it's much like the world's matchup between tsm and rng (http://matchhistory.na.leagueoflegends.com/en/#match-details/TRLH1/1001890201?gameHash=6751c4ef7ef58654&tab=overview) where tsm had the stronger poke and sustain lane, but rng had the stronger all-in. You abuse the fact that neither enemy laner (sup and adc) can tank half the damage that your support can. Once you have the cc to force an all-in engage, you either end up getting a kill advantage or summoner spell advantage. If brand or the adc want to flash away and heal to narrowly avoid death, great -- no need to flash after them to secure the kill -- they are dead next time you all-in them. Key thing is to know when to engage and to try to pull as much focus of enemy damage as you can as the tanky support. If you do it right, even if they focus your adc, you win. You stay long enough for your adc to get off max damage via autos and spells and then back off, finish a kill, or chase based on how the trade went. Because you have a burst damage adc, you get one of them to half hp or so before they can both fight back due to leona's cc. If they want to stay and fight back and focus your adc, she can kite and wait for your spells to come back up. If they want to focus you, you should be tanky enough to take their damage (maybe land 2nd round of cc) and flash out if needed. By this point, if they flash after you to kill you, your adc kills one in reply or maybe even gets a double. Like you said, it depends on skills of everyone involved, what champs everyone has, and if your adc is willing to skirmish rather than ff in lane.

Linna Excel7 votes

Cool. I really think that not being 2-3 levels behind your teammates will help in making the support role more attractive to players.

Battlecast Sona2 votes

honestly this is the biggest point of pain when you get behind in a game, because a lot of the times the best choice for the support is to roam when you get behind to try and make plays in more successful lanes... It sucks to reach mid-game having stemmed the bleeding but being 3-4 levels behind your allied team.

AirKingNeo3 votes

I think Supports should be low on the gold side (because the trade off of having cheap utility items and total game relevance is having less gold income) but definity the lack of XP is annoying.

WiegrafOfValor3 votes

Why so hard to increase shared XP for 2 champions from 62% to 75% OR make a UNIQUE PASSIVE on item 2049 item 2045 to increase shared XP.

What's the downside of that, I don't see any at all.

SturmPioniere15 votes

Honestly, if Sightstone weren't so mandatory and delayed the actual fun support items by so much there would probably be a bigger interest in the role too.

What if Sightstone was a 350g item that halved trinket CD (and gave like 80 health) while granting bonus gold every time you kill a ward or one of yours expires (not destroyed, adding value to protecting your wards (could encourage weird behaviour like warding your turret, but at the obvious and much more severe cost of giving up vision control, though it would provide a fallback like other gold gen items if you're on the defense)).

It could then be combined with a kindlegem for a cdr Ruby Sightstone (still actively places wards itself allowing for ward placement and clearing from the trinket plus rewards on vision control) version or combined with one of the other support items for an eye variant to double down on their gold generation. There's a lot of ways to take this, but making the vision game both more rewarding for the support and less of a guaranteed expenditure delaying them getting the fun stuff would help a lot.

As it stands you either enjoy the vision game anyway or you force yourself to play it to be competitive or you ignore it at a detriment to your team. Making it less of a gol sink means even if you don't specifically enjoy that aspect you at least don't feel bad for keeping up with it, since it's not setting your fun stuff nearly a thousand gold back on your already tight budget.

Silverjust2 votes

or reduce item 2049 costs if you have a base support itemitem 3098 item 3301 item 3302

bad arcade kitty3 votes

{quoted}

XP deficits for supports are something we'll look at too, with you there. That list wasn't intended to be a comprehensive rundown of everything we want to work on, just a bunch of examples to get discussion going.

i am afraid you will kill classic supports and make that position a safe place for the players who play ordinary mages but dislike farming if you make them get more xp

RiotMeddler19 votes

I think that's a really legitimate concern, given a lot of champions traditionally played as supports have strong base effects but weaker scaling with both gold and experience. I'd expect if we do increase gold/XP we'll need to give some extra scaling to champs like Janna, Blitz etc who've often been great choices based off the inherent effects of their abilities at any rank.

Champion Skin1 votes

Well... I do think supports should rather get more XP rather then gold... as they generally scale better with levels then items (which is often why they are supports to begin with though some of them only really needs level 6 and levels after that doesn't do all that much)

Well that is how most utility is after all only scaling with levels and nothing else (though with exceptions like shields and healing and some abilities like Kayle heal which gives more MS based on AP)

woodvsmurph2 votes

"though some of them only really needs level 6 and levels after that doesn't do all that much"

it's not the damage/heal/cd stats supports miss after level 6 when they are behind. it's the fact that they are missing so much in terms of raw base stats and THIS makes them easy pickings for the enemy team in teamfights or when supports go to roam/ward if they are not extremely careful.

Aptest4 votes

@Meddler,

I wanted to comment about the support related questions you opened for discussion. But the website isn't letting me discuss it on your original thread.

queuing

BEFORE I GO INTO THE ISSUE OF THE SUPPORT ROLE BEING UNATTRACTIVE, there's a bunch of guys who will happily play mid+support but they are currently queuing as mid+top. the reason they do that is that if you put secondary as support you will almost always get support. If you guys can make the secondary role selection work properly, they will join the group of players that occasionally play support. This should help quite a bit.

I thought long and hard about what to say to you, how to express what I believe is the problem with the support role as a whole, and why it is not being played more.

And then a miracle occurred and providence dropped the answer right into my lap.

TL;DR : You want support role to be more attractive? Make this happen: Singed summoner 11

Now, for a answers to your actual questions:

Laning patterns & Pre-game choices

The core advantage of the support as a class is the lack need to actively farm. This opens up supports to do all manner of wonderful things. For instance lane pressure, ganking, counter jungling, roaming, tracking the enemy jungler...

Unfortunately supports are kept out of all those wonderful and INTERESTING things due to the need to protect the special snowflake we call "ADC". In the pre game support players are constricted to champions and summoner spells that are relevant in that context, and the laning pattern is very much dependent in the well being of the ADC.

For instance ganking the mid lane (fun) is heavily gated by the ADC getting dove by the other support. Therefore you are required to stay and babysit (not fun).

In addition, supports are also given a bunch of "power without agency" tools: items like athene's unholy grail that allow supports to be impactful, but only when someone else is making the decisions (because a heal is worth more on someone with big stats, and is balanced around being worth more).

woodvsmurph2 votes

Things to consider: full ap mages as supports don't normally rush sightstone -- they finish their gold gen item and maybe don't even buy sightstone all game. Making the bonus xp item sightstone: reduces likelihood you play a support that doesn't want to buy the item to begin with, incentivizes buying sightstone -- reducing their early game damage output as opposed to the gold gen item, increases chances for non-full-ap supports to punish the full ap support by giving the sightstone support faster xp gain (and therefore levels) if they weather the damage of the full ap support. So the Nami or leona who builds sighstone instead of upgrading their gold gen item on first back can weather the storm of the enemy support brand or vel'koz or leblanc and then punish them when they hit level 4, 5, or 6 before the full ap support brand hits that level.

Afraid it gives jungle lee a huge advantage? Most in solo/dynamic queue want the damage and want farm -- not sit mid and gain xp and miss out on gold income. And if they do sit mid... the enemy jungle gets a gold lead on them and probably and xp lead too because they're getting full xp while lee gets less than 100% xp for creeps dying to his mid. If enemy mid plays safe and doesn't feed, eventually his jungler who is ahead in gold/items and probably xp can start ganking mid and punishing the sightstone lee for not farming enough. Plus, buying sightstone means lee misses out on the damage he'd otherwise have from warrior's jungle item early on. So there is tradeoff -- the slight bonus xp is probably outweighed by the loss of gold (not farming) and loss of potential damage/tankiness (jungle item) unless the jungler is succeeding in killing the lane he camps basically every time the enemy is in lane. Just my thoughts on the matter -- as someone who's usually stuck 1v2 top all laning.

Naqel2 votes

I cannot see how that's a bad thing. It would be great to just have supports be "good solo that works better in a pair",

Hell, as far as I'm concerned, throwing the marksmen out of the botlane to occasionally see double "support" there would be great, especially if marksmen were able to thrive in other positions.

RiotMeddler17 votes

I believe the concern expressed here is that increased gold income will push some characters who players have long played as supports (Janna, Blitz, Ali etc) out of the game entirely, leaving them with no place they're a good choice if there isn't a low income position.

Linna Excel2 votes

While I see the reasoning behind this fear, right now supports exist as they do partly because someone on the team is forced into a low income role. So I'd like to suggest a counterargument that supports were balanced for being low income because they weren't expected to have gold in the past and that could be tweaked.

Naqel2 votes

Isn't the point to make more people play the duo-lane? Does it really matter if the duo lane is Marksman+Support, over a pair of Fighters?

It should be a no-brainer to let everyone have fun, instead of enforcing a meta where one player(Support) having less fun is mandatory.

If pure supports vanish from play because the extra gold can better go elsewhere, that's just reason to make gold on supports matter, not to keep them gutted for the sake of preserving the current lane distribution.

RisenDarkKnight2 votes

I don't think supports really need anymore gold. You've done a lot to increase support income thoughout the seasons, and now it's not much lower than other roles usually. The extra XP would do a lot to help even just by giving them base defensive stats you get from leveling up. It just feels bad when a level 18 top laner can kill you in one combo because you are level 14 when you played well and won your lane.

WiegrafOfValor1 votes

I think that's a really legitimate concern

I have to disagree with you on that @Meddler, I understand your point, but you have to understand that players can adapt to the "rapid" scaling of those "non-classic" supports. That's a litte price that all of us support mains will gladly pay, if means be more relevant mid and late game.

Mind you that more gold and more EXP creates opportunities for support to outplay and counter build any other support with better scaling, something that we can't right now if somehow they get ahead in the game with first blood + tower.

By increasing EXP and gold you're giving a fighting chance for "classic supports".

Done251 votes

{quoted}

I think that's a really legitimate concern, given a lot of champions traditionally played as supports have strong base effects but weaker scaling with both gold and experience. I'd expect if we do increase gold/XP we'll need to give some extra scaling to champs like Janna, Blitz etc who've often been great choices based off the inherent effects of their abilities at any rank.

How about putting an AP ratio on Blitz's Power Fist and increasing the ratio on his passive bolts? Maybe lower the obscene ratio on his Q in exchange.

AP Supports in general need better AP items. Mikael's, Ardent, Redemption. I find myself hitting 6 items at 36~40 min as a Enchanter Support and then my scaling stops dead in its tracks with all of 60 AP.

Also, Coin>>>> Frost and Relic in terms of gold generation by FAR. Maybe buff the AP and HP gold generation a bit?

WiegrafOfValor1 votes

Your clames make no sense, how a little bit of XP will ruin the support meta, "classic" supports will have access to their skills earlier, thus increasing their effectiveness.

The lack of EXP is what makes support mages more viable, since their early poke deals way more damage than you can heal or sustain depending if you're playing a healer or melee tank support.

I don't think you understand what you're implying.

Dokkaebi2 votes

Do you know when the new blind+draft will be coming? I really wouldn't like to spend 20$ on a server transfer or switch to a different game, just because some servers have playable normal modes and some don't. [slayer-jinx-unamused]

WORDSLING3R4 votes

So not only does the game punish you, you are also extremely dependent on the rest of your team because a lot of the things ESSENTIAL TO WINNING OR SAVING THE GAME that does not involve vision are things support players can't do alone. That's why supporting sucks to most people. You are entirely responsible for vision when half of your team won't look at the minimap but you are completely dependent on your teammates for a lot of the things you need to be able to do to win the game.

Completely agree. I highlighted the above in particular because it strikes closest to my main concern as a support main: laddering is a nightmare and I often feel like I had little to no control over my team's losses. That the inability to split-push, wave clear, or take objectives is exacerbated by the need to ward (thus leaving precious xp/gold behind in lane) is just icing on the cake.

I figure everyone finds reasons to hate their ELO at some point, but as a support main it often feels especially impossible to overcome without switching to a more popular role with more personal agency.

woodvsmurph3 votes

Yeah you need your teammates to have some minor degree of intelligence -- something that's severely lacking of late in ranked play. You can crush bot lane with a mediocre adc if you are a good support only to lose game because rest of team solo invades, refuses to listen to your pings when baron/drag is free for the taking and they they rush there 2v5 to try to stop enemy from doing it not 30 sec after refusing to take it for free when you pinged it was safe and a good idea to do it while enemy was all halfways across the map except 1 random enemy player. But coming from a guy who mained support for 2 yrs and then swapped to top, stick with support if you enjoy it (at least somewhat enjoy it) - other roles give many of the same frustrations. I find myself camped all laning, unable to get jungle to do a single gank for me even though we could snowball 2v2 very hard instead of leaving me 1v2. Meanwhile my mid is losing and failing to mia when enemy mid roams top to keep me down or bot to grab free kills on a lane that goes 0/10/0 in a 2v2 when enemy jungle never ganked their lane once. So yeah, you might have a chance to carry your team more, but you can also be just as helpless and collect all the blame. Enemy top is 7/2/3 while you've died 2 times in lane due to being 1v2 camped all laning? Clearly it's your fault he's fed and not your mid for whom you spent 75 gold and your time warding for and calling mia well in advance to give him time to back to safety before your toplane opponent could get there. It's definitely your fault your mid ignored 3 pings to back off and avoid feeding your toplaner. So...If you enjoy support some, stick with it and try to find a decent adc. Don't get after them too hard for the little things, and pick the right time to discuss it -- ex: not in the middle of a teamfight or 2v2 in lane.

LycopolisKing3 votes

Oh my God. This, here, is the reason I stopped playing support. It is impossible to do anything by yourself besides get caught out warding.

woodvsmurph2 votes

actually, i played sup leona this last season and had afk jinx for first 3 lvls of game. Gave jungle a good leash, he did krugs and red, then we 2v2'd the enemy adc and got me a kill. I cs'd 1v2 and got xp and level lead being solo in lane. lvl 4 jinx reconnects and comes to lane lvl 1. She lands chompers on enemy adc to follow up my cc chain and kills their adc. And so the snowball began. You know it's a great game when the fed enemy zed mid flashes at the mere sight of you walking into his lane mid and when he's more afraid to 1v1 you than to 1v1 your midlaner.

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