A Possible Fix To The Late Game Leveling Issues Of Supports
So as I watch league at every level (whether it's bronze, high ELO streamers, or competitive play), the one thing that I notice every game is the supports. I don't mean their play, I mean the fact that they are always behind level-wise. And that makes things really annoying to play and watch. In most cases in competitive play, they filter all the experience into the Marksman while the support roams. And I was thinking of a possible way to fix this without breaking the game. The solution that I came up with is a system similar to one that is already implemented into the game. It's basically the same system set up for the junglers. In order to get any real experience with camps, you have to use a jungle item. Well I was thinking that the junglers benefit from this so much because they are gonna kill jungle camps no matter what, so it's basically built for them. What if we could do that with supports. What is the one thing that separates supports from the others. Everyone places wards, but supports clear them the most. So What if we give experience for killing wards. but we make it similar to junglers. You have to buy a support item to get the experience. And it won't be a ton of experience. Not enough that everyone will start a support item, but enough that maybe they can at least get a 3rd point in their ultimate by the end of the game. Maybe just under a minion's worth of experience. Maybe it scales with the game time or with minion worth. Maybe it doesn't scale at all. I think beta will be able to solve that for us. And yes, junglers buy the red trinket and clear wards a lot too, but they get enough experience from jungle camps. And it would hurt almost everyone else if they tried to buy a support item just for the experience. It will also be a tool to teach low level players to clear wards. A reward system. Thoughts or improvements?