Support Itemization, it needs looking at!

Vallalan··4 votes·331 views

So this season we have grown to have a new problem with support itemization that is entirely different from last season.

Riot introduced Redemption, buffed the active on locket and gave loads of shield/heal increase passives on items.

The intent was to give powerful actives for supports to help them impact fights more since their income is low.

The problem is in conjuction together all the items are simply too much. it makes a meta where redemption/locket are necessary on everyone because they are not that creative in what they do. there is NO situation where they are a bad item to buy for your team. there is no creative CHOICE for supports. and the fights just get cheesed with redemption/locket.

I've seen an adc in a game today walk up point blank to an orianna at 4 items get shockwaved into a full combo and not take a single bit of damage due to lulu shield/locket. nevermind the lulu still had ult and redemption waiting if need be. the fights are becoming unload burst > enemy pops locket/redemption > they unload their burst > you pop your locket/redemption > fight begins. not every time obviously, league is dynamic, but this is stale and supports are forced to all build this. those that can't simply aren't viable.

I like the idea to have powerful actives, but I feel these actives need a meaningful CHOICE on what the support wants to do. the actives can be good, but they shouldn't be "hey this helps my entire team good so i buy it every game". Here are some types of suggestions for how niche I think powerful active support items should be.

1.) SAVE THIS GUY FROM BEING BLOWN UP: for 2 seconds the target ally is granted a (large) shield and also receives 50% incoming damage reduction for the duration. (think oh shit my adc is ashe against a zed(and im not janna, I'm going to build this) Unlike locket which helps everyone, this is even better at saving ONE guy, but can only save one guy, so if you build this you are sacrificing elsewhere.

2.) LETS GET EM: grants your team a large move speed steroid that is active in the target area you select, but only in that area giving them movement to kite within it or chase to a certain point but not forever. has a delay so it cant be popped instantly like old righteous glory which was problematic.

3.) BUFF THIS GUY: for 5 seconds grant an ally increased ap/ad/attack speed. think of it like zeke's passive, but an active and not something insane like 50% crit chance lol.

those are just examples of basic ideas. each item would be niche and not bought every single game in my opinion as you don't always want or need those things in every game. sure you can buff one person every game, but is it worth it to buy that over saving your ally? the ideas themselves are trash, the point is to make tradeoffs rather than have actives that are UNIVERSALLY good in every situation and there's no reason to build another item.

Mikael's is a good example. its a cc cleanse with a long cooldown. you don't build this every game. but its almost never built now because redemption also heals EVERYONE, and can probably do more to save someone than a simple cc cleanse. (an idea to buff mikael's btw would be to remove the heal, make it only be able to be used on a CC'd ally and after the cleanse grants them CC immunity for 2 seconds so they can cleanly escape, keep the long cooldown)

Just my thoughts! I like the general direction riot is going with supports making them feel more impactful while not making them overpowered as fuck, but the items need to get more creative and niche that way supports have to make decisions on what they want to do with their limited income. usually you get two items at best in the mid game as a support so it should be an important decision as to what to spend that gold on. right now its locket/redemption and anyone who cant build this is suffering.

6 Comments

Dokkaebi3 votes

I really hope they buff more support items instead of nerfing item 3107 and item 3190 super hard. Now that support items actually feel like something.

Partholonian1 votes

I agree, I actually like the idea of having a Redemption Bar and buffing things like item 3504 item 3174 item 3109 item 3222 item 3050 up to it. Not because those items are bad at what they do, exactly, but if you delay item 3190 item 3107 you're making your team weaker in 5v5s, and if you always build those first on top of some kind of item 2049 and possibly a separate support item, the game is probably over before you complete anything else. I.e. you have very low build choice.

actives that are UNIVERSALLY good in every situation

Large teamfights aren't every situation. But they are the situation where supports feel most useful anyway. "Only useful when allies are near you" is a meaningful limitation on some champions, but supports, not so much.

Silly Neeko1 votes

To be honest, they need to nerf the range of Redemption.... At very least while they are alive. The heal and damage is not so much a problem, its that you can be bott lane and heal mid. Or be mid and heal pretty much anywhere on the map.

I do try to be creative with my items though, honestly i get tired of getting told CONSTANTLY that "redemption and locket is what your champ revolves around so you MUST get them no matter what!"....... This makes me not want to build these items and build my own stuff just to show they can be played just as effectively without those two items as they do with them.

People get so locked into one build or whatever and its just rediculous.

FourVsFive1 votes

To get the full shield value in locket you have to time it perfectly as it only lasts 2 seconds with it dimishing, and comes with no cdr, hp, mana or +heal on it, so I think locket is fine as is. As for redemption they could change the item build and remove the +10% heal from it, making it 10% less effective.

Erockandroll1 votes

{quoted}

To get the full shield value in locket you have to time it perfectly as it only lasts 2 seconds with it dimishing, and comes with no cdr, hp, mana or +heal on it, so I think locket is fine as is. As for redemption they could change the item build and remove the +10% heal from it, making it 10% less effective.

That doesn't change the fact that Locket is pretty much a "Push this to save your team" button. There's no real counterplay when timed right. Redemption with it's casting time, is probably healthier in principle.

Honestly Instead of changing the build, I would just fix the Healing/shielding power so that it only affects champion abilities. That would make the item a little less general on all supports. Also, my understanding was that the Healing/shielding power affecting items is part of the reason why that combo is so potent. (And I don't care for Locket as a stand alone)

FourVsFive1 votes

{quoted}

That doesn't change the fact that Locket is pretty much a "Push this to save your team" button. There's no real counterplay when timed right. Redemption with it's casting time, is probably healthier in principle.

Honestly Instead of changing the build, I would just fix the Healing/shielding power so that it only affects champion abilities. That would make the item a little less general on all supports. Also, my understanding was that the Healing/shielding power affecting items is part of the reason why that combo is so potent. (And I don't care for Locket as a stand alone)

Which is why I suggested to take the 10% heal/shield off of Redemption, so when you do get Redemption and locket you have 0% heal/shield power. Making the locket and redemption not as strong. And no there may be no counter play to locket like GW for healing, but it does involve skill in timing and positioning of allies to shield at the right time being at the right distance. Its not a huge distance either. About the same as healing summoner spell if not less.

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