@Riot, Support items and what could be done to improve them
As someone who plays a lot of support I feel that with the changing meta and the creation of Pyke that Riot is really attempting to create diversity. I'm not against that, variety is a great thing. However, with shield times being lowered and forbidden idol getting nerfed (5% less CDR is pretty big when your trying to save lives) and Riot attempting to create diversity, I think they forgot how hard it is for a support to make an impact in an early game favoring meta if you ever fall behind in lane. I've already made a post about my opinion of each of the supports and how I feel about their current states with a post not to long ago (I'll put a link in the comments if you're interested). So that said, I feel there should be things that can enable ANY champion to at least attempt to support. Also I feel support items need to be tweaked to make them more worthwhile.
So for the first but I'm gonna talk about the current items and what changes could be made to improve them in my opinion
#Spellthief's Edge>Remnant of the Watchers 200 health 35 Ap 10%CDR +2 gold per ten seconds +50% Base Mana Regeneration Tribute rewards 10>20g with three stacks and a penalty if you kill lane minions
My problem with Spellthief's Edge Firstly you don't get any lane sustain with this item which is a big problem considering the high damage you can take as a squishy caster. The main problem is it's recommended on BASICALLY every champ that is ap and has spells. Which is fine, but not having any protections or health regen on someone like Soraka (and yes I know how Starcall works, but even with that you're forced to make awkward trades to survive lane and newer supports tend to die by being TOO AGGRESSIVE because items are pretty costly) is a big issue.
Changes I'd like to see looked into Spellthief's Edge: 10ap +3 gold per ten seconds~ 30% Base Mana Regeneration Make the passive tribute damage 10 not 13 Frostfang build from Spellthief's Edge+ rejuvenation bead
Frostfang: 20ap +3 gold per ten seconds~ 40% Base Mana Regeneration 50% Base Health Regeneration Same passive but with the number changed from 18 to 20
Remnant of the Watchers: 250 Health 40ap +3 gold per ten second~ 50% Mana Regeneration 50% health Regeneration Same passive but 30 damage not 18 Unique passive (Arcane fulfillment): Allies that attack champions you have damaged within the last 5 seconds heal for 30 health (+15 per Remnant of the Watchers holders level). This effect can only happen once per allied champion with an individual cooldown of 120 seconds. Damaging marked enemy champion heals the Remnant of the Watchers holder for 10(+5 health per level) can be triggered by each teammate, but like the prior will give each teammate a cooldown of 120 seconds before they can deal damage that would heal the Remnant of the Watchers holder again.
I feel like regen and better numbers would make less people reluctant to buy the item because it would offer more. Plus by adding that passive supports like Zyra and Brand and Morgana can sustain themselves and their carry better.
#Ancient coin> Remnant of the Ascended 200 Health 10 movement speed 125% Health Regeneration 10% CDR +2 gold per 10 seconds Passive 25 gold and 6% missing Mana> 45 gold and 6% missing Mana
My problem with Ancient coin Movement speed is great but getting no real stats to show for it sucks, plus coin encourages sitting back, which riot is clearly pushing away from with the early game focus.
Changes I'd like to see looked into Ancient coin: +5ad/10ap adaptive +5 movement speed 5% CDR +3 gold per ten seconds Only change to passive, if like the mana coins to give back 3% maximum Mana instead of 6% missing mana
Nomad's medallion: +10 ad/15ap adaptive The same but with the passive change and the gold per 10 increased to 3
Remnant of the Ascended: 250 Health +15 ad/20 ap adaptive Everything else can stay just the gold per 10 change and the passive tweak. Unique Aura (Call of the Ascended): allies within x units gain 10 movement speed while near the Remnant of the Ascended holder. Allies near the Remnant of the Ascended holder also regen an additional 10 health per 25 seconds and regen an additional 5 mana per 15 seconds.
I feel these changes will 1 make coin more valuable, and 2 allow coin purchasers to have more of an impact without being AS squishy and give more off meta picks (or Pyke) options to be relevant. It would also help them sustain in lane while not over healing anyone. Although I can understand if Mana coins remain 6% missing mana rather than 3% of maximum. I was just curious to see how that would play out, but thinking about it a 3000 mana Sona getting 3% mana back does seem a bit over loaded.
#Relic shield>Remnant of the Aspect 350 Health 200% health regen 10% CDR +1 gold per ten seconds Melee basic attacks execute minions granting the killer and the nearest Ally the gold so long as the owner has a stack available Heals both for 15>40>50 health+ 2% of missing health Stack charges go from 2>3>4 and have a 40>30>20 second recharge time
My problem with Relic Shield People who know me know I thoroughly enjoy locking Leona in and slamming my shield into people's faces. However, with all these high damage super squishy carries running around I feel like getting the most out of the item is incredibly difficult. 1-your adc kills the minion you were trying to execute and now you don't get cannon gold you get stuck with casters 2-if your adc dies, unlike Spellthief's where you can still poke, or coin where you can clear the waves and collect coins, you can only pray that you can last hit the minions while not being able to make tribute money unless your jungler is generous enough to hold lane with you while you wait for your adc. 3-You run out of Mana and have no resistances from it 4- 1 gold?! Sure you can make a lot if you get every cannon and melee, but if you have a hurricane purchasing adc like Jinx GOOD LUCK cuz she'll probably accidently kill it. And Jhin and Draven have rythms to their farming and do EXTREME damage to minions. Then there's kaisa, who can't aim her q so half the time she'll accidently kill the minion you're trying to execute. Finally Ezreal..... While stacking tear he's just gonna spam Q, and even with his W attack speed having to fight to get farm because of him is ridiculously frustrating. It needs to be more efficient at least.
Changes I'd like to see looked into Relic Shield: 80 health +1 gold per ten seconds 5 armor 5 magic resist +50 damage vs lane minions while stacks are available Passive same but add: Upon executing a minion restores 25 Mana or 5 energy
Targon's Brace: 150 health 50% Health Regeneration +1 gold per ten seconds 10 armor 10 magic resist +80 damage vs lane minions while stacks are available Passive the same but add: Upon executing a lane minion restores 30 Mana or 15 energy
Remnant of the Aspect: 300 health 150% Health Regeneration +1 gold per ten seconds 20 armor 20 magic resist 10%CDR +100 damage against lane minions while stacks are available Passive the same but add: Upon executing a lane minion restores 40 Mana or 20 energy Unique Aura (Fight as one): allies within x range that fall below 25% health get a 50(+10 per Remnant of the Aspects holders level) health shield. Has a general cooldown of 60 seconds so in the middle of a team fight the whole team doesn't get a shield out of the blue. Individual cooldown (for the person who was shielded) is 240 seconds. Shield does not apply to the owner of Remnant of the Ascended. Effect can trigger Guardian.
I feel like those changes would make Relic shield a lot less punishing against things like Brand or Morgana or Swain who basically prevent you from making decent money, and will make it easier to farm without fighting your adc to do so. I would understand if the charge refresh timer was increased a bit. It should also be added that the additional minion damage only works when within x range of an allied champion so solo laners don't try to replace Doran's shield with this.
Coming to a close for this post, the items being buffed would certainly entail raising the price a bit, but I feel like it is valuable and beneficial to consider. I'd love to hear other people's opinions on these ideas, and would appreciate a response from Riot, and to read the comments of others on the matter. Later I'll make another post on support items that you buy later on like redemption and locket and my opinions on those items and what could improve them.
requires a mutual understanding of, "Im not melee but we need sustain so I have Relic, but I either use abilities to cs or you help a brotha out"
Tough times lol
until your full build. when u could be building important supporting/ap core items with said gold
should be adaptive for AD/AP champs just in case you get a support
or whatever.
is for melee/front line supports who dont typically have a heal but need to have some sustain in lane and a way to sustain harass being front line
is for the champs who are super passive who need stats for mana/gold but typically arent any where close to front line
typically isnt bought in lane .
