How I'd tackle support itemization

Big Lincoln··4 votes·241 views

or more specifically nerfing/retuning item 3190 item 3107 and then bringing other items up to its par and pulling some more out of the graveyard. the biggest problem imo with these two is that they are universally valuable because they're both "protect your whole team" items and having stronger defense is almost always better when it comes to supports, so I wanted to see if I could adjust 'em a touch and add competition.

item 3107 nerf its base value but make the heal scale up with damage allies have taken in the last few seconds.

Now becomes a riskier item that becomes strongest when your allies are close to death in a fight but has a much stronger 'second-wind' payoff if you manage to pull it off. Heal ignores grievous wounds, because otherwise there wouldn't be much of a point.

item 3190 1 second delay, to require anticipating burst instead of being purely reactive. Easier to bait it out now.

i'd kind of like it to have a different caveat, like "shield scales up per enemy champion nearby" but given that you're usually going to use it when being dived by an assassin or Vi I think that would just muddy up its role. so i just made it harder to use

And now item buffs

item 3050 Critical chance changed to a flat amount per level + 10% AD scaling. AP value lowered to 15% but given flat AP amount per level. Flat bonuses are not considered in the multipliers of this item. Now, it charges and activates only in combat with champions, but charges through the usual means (dealing damage and casting spells; will charge twice as quickly if both links are in combat.)

^ stronger overall but now you can't build it up beforehand and then pick a fight with your extra stats. requires some commitment to a battle before you can go off so it's best on marksmen who know how to kite and fighters who are inclined to duke it out anyway. A flat AD bonus opens it up to more champions than just the marksman, and the flat AP bonus is so that enchanters don't feel bad about buying the item themselves.

item 3069 single movement boost is now split up into 3 charges of 25% bonus movement speed, increased to 50% while out of combat.

Making this into a strong roaming option, if you want to make map plays then you can take this. Still good in teamfights thanks to having multiple charges, so you have the decision of whether to use it to get around faster or to give your allies the boost they need to engage or run away. this might be too strong but I think it's fun

item 3060 Cooldown lowered to 75 seconds

all I think it needs, it shouldn't be on the same CD as redemption

http://leagueoflegends.wikia.com/wiki/Murksphere and its upgrades brought back into the game.

this is a fantastic item concept and i'm not sure why it wasn't revived. Single handedly made poke lanes bearable if you could use the item correctly. This item NEEDS to come back

http://leagueoflegends.wikia.com/wiki/Puppeteer brought back into the game, with some tune-ups:

string duration reduced to 4 seconds and halved for ranged users to 2 Pull length is doubled if a marked target has used any form of mobility while marked

wanted this item to come back as well, as the 'juggernaut helper' item for pulling people back in range after they disengage. Strong counter to champions like Ezreal and Lucian and another well deserved middle finger to Kalista, too. also another good item for tank supports, who are currently quite lacking. I think I'd like to change the build path, too, but not sure to what.

and that's it, let me know what you think

3 Comments

doodlebob6661 votes

instead of reducing the base value for redemptions heal, maybe make it lower the mr/armor of allied champs within the radius before the heal drops, so there is a risk and reward for both using it, and means the enemy team has a chance to exploit the moment of weakness

Big Lincoln1 votes

not a bad idea

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