A Few Suggestions
Was just watching my duo partner play a match as support, and had a few ideas pop into my head that I'd like to share and discuss.
Let us know what you think, and what you have to contribute or debate. :)
Focus Utility in Items, not Stats or Kits Examples:
- Remove Slow from Rylai's Crystal Scepter and change the passive to increase strength of slows
- Change passive on Liandry's Torment to increase potency of existing DoTs.
This would remove RyLiandry's combo as a must have on many mages yet still leave it as a viable combination on characters such as Singed, Cassiopeia and Teemo.
Remove Summoner Spells Instead, create Utility Slots in the inventory for purchasing either consumable items for Flash, Ghost, Ignite, etc.,
This allows for counterplay in-game, being the difference between Blind Pick and Draft Pick and also allows for spells such as Clarity, Clairvoyance, Cleanse, and Revive to actually be viable because you won't be stuck with them all game, Clarity and Heal especially being spells that fall off after the Early laning phase of the game.
Rework Champion Levelling System to have Specializations, like Syndra or Kha'Zix
Having multiple choice paths for champion abilities would open up so many more options for play that we normally don't have access to, and create a balance with problem children that we see continually being nerfed and rebalanced, like Riven.
How different would it be to play or play against Riven if you had to choose whether you want a larger shield or further dash distance? Now you can go glass cannon with better distance closing abilities or tank riven who just doesn't get bursted.
I think that part of the problem is the package deal in spells that do more than just damage or shield. It would eliminate a lot of problems with champions being seen as OP or untouchable.
Make Kills with Assists distribute the gold evenly
This is more of a problem for duo lanes and junglers. If the gold was split completely evenly between everyone who participated in the kill, it would eliminate arguments between players over who got the kill, who needs the gold, and might promote more players to playing Support roles. Now kills are just a number and you're not going to get called out on being 0/3 as a support or jungle when you also have 7 assists.
Add items that do nothing except for designate your position
This lets players not in teambuilder designate their role and allow for role-specific items and spells to be taken.
It has been a huge problem over the past few years for players taking items that were designated for a specific role out of that role (RIP HoG).
With role-designation specifics, there would be many opportunities opened up without allowing for micromanaging balance in the event that another role would use that item. Please be open minded with this one, because I more than anyone enjoy the freedom of choice in itemization that League provides, so my thought is not restrictive by any means, but supportive.
Add a Kalista-type binding item for Support roles to be able to bind themselves to another champion for gold and xp sharing
This makes supports less likely to feel the need to be selfish, and removes the need for GP10s, which I personally find quite toxic even with the wonderful changes made in the past season.
The aim is not to take away anything from the carry, but to provide supports with incentive to be more supportive and promote the success of their carry.
Perhaps as an added bonus, supports can have the option to last hit for their carry if they miss a shot, but credits the carry with the bounty. In a way, allows you to carry as a support without the messiness of Face of the Mountain (which can inconveniently push a wave without being coordinated with your partner, or just plain inexperience).
Option 2: Support Roles get gold over time based on a percentage of their team's gold, which they do not contribute to outside of main objectives (i.e. towers, dragon, baron)
This also provides incentive for supports to be supporty without the need for selfishness.
Add Beacon type items that have different effects -OR- ward augmentations that do the same thing
Outside of the economics, vision is the most important aspects of League. So why don't people really do it?
It's inconvenient under many circumstances, i.e. you're laning with a random and have to leave them alone and potentially in danger or convince them to drag their eyes away from the farm long enough to ensure safety for the next three minutes.
It can be expensive. So enter the Sighstone. Originally a highly limited item, it has since become more of a conveniance with the lowering of the price. But you're still one person limited to being able to place a total of 4 wards (3 stealth, 1 pink) on the map. Potentially, your team could have 20 wards out at the same time. But who does that?
Sighstones take up a slot in the inventory and don't really give you much for it lategame. It's a tier 2 item with few bonuses other than getting a bit more health upon the second upgrade and a few more ward charges.
The rest of the team doesn't even have room for wards most of the game. Trinkets were an awesome addition, but they are not strong enough in their current state.
I propose the idea of giving wards additional effects and removing them from taking up inventory slots entirely.
It would be quite interesting to have beacons with effects such as gold drain, defensive aura, healing debuff (since the removal of Executioner's Calling, there's little of this around for AD champions), that perhaps are completely visible depending on augment type, and perhaps being able to be taken in only one or two hits or lasting only a few seconds.
This would promote more creativity and critical thinking when it comes to making plays and placement.
Add VOIP
We've (almost) all thought about it, begged for it, and know the repercussions of having it. But really, how much easier would it be for you to be able to communicate with your team real-time and not be limited by how fast you can type?
It can easily be made safe with the option to mute other players, as well as add reporting for VOIP-specific violations.
The VOIP layer could be recorded throughout the game, and thrown away afterward if no one is utilizing the reporting function. With the press of a button in-game you could add markers to the recording for easy tracking of where a violation was made to make reporting more effective.
That's essentially all I have for now. I apologize if the formatting is off or difficult to read, making this post from my mobile phone and will make sure everything is gravy from a PC when I next have access.
But yeah, thanks for reading if you got through it, and feel free to add anything you'd like. Criticisms welcome.