To People Complaining About Support Income

Skia Asteri·11/28/2019, 3:19:28 PM·1 votes·1,213 views

I am curious how much of a buff support income people that complain about their income think is needed. Post how much gold on average you think supports are falling short of where they should be and why you think so.

For the sake of having a focused discussion, lets use Plat+ as a baseline, where average game time including surrenders is just shy of 28 minutes.

Below is more information that can be used by people who care to try giving reasonable answers:

So if we subtract 1 minute since gold gen does not start till a bit after one minute, that is 27 minutes for gold generation (rounding up since it is possible to get gold sooner via level 1 fights). So the conversion ration is 1 gold per 10 = 27 * 6 = 162 gold average across an average length game. The base line minimum income for a champion in the 27 minutes gold per 10 is active is (20.4 * 27 * 6) + 500 starting gold = 3804.8 gold.

Do refer to lolalytics for item completion times. You can compare with 9.22 by setting the filter to that patch. Just keep in mind the new support items don't show up as a completed item while the old ones did. Check champion.gg (you may need to set filter to support or fix the sorting) for average income numbers. Keep in mind gold is only has meaning because of the power of items bought with it, so the stats gained from completing the quests of the income items do count as effective income for balance considerations.

For bonus points take a gander at champions in other lanes on those sites, especially those that get played both in support and in a farming role.

5 Comments

FOR JUSTICE11/28/2019, 6:11:45 PM2 votes

no one has a problem with how long it takes to complete an item, the problem is what happens after you complete around the second.

THATS where the gold no longer remains a constant, and what supports are complaining about. sure you """"""save"""""" gold, but in reality you're sacrificing being gimped midgame. it would never show in something like lolalytics because it shows average completion times by first item. so while it is true you complete your FIRST item in about the same amount of time as before the support changes.....

you're not gimped until the second.

blindasleep11/28/2019, 7:23:21 PM1 votes

[{quoted}](name=Skia Asteri,realm=NA,application-id=3ErqAdtq,discussion-id=aXsymAEn,comment-id=,timestamp=2019-11-28T15:19:28.322+0000)

I am curious how much of a buff support income people that complain about their income think is needed. Post how much gold on average you think supports are falling short of where they should be and why you think so.

For the sake of having a focused discussion, lets use Plat+ as a baseline, where average game time including surrenders is just shy of 28 minutes.

Below is more information that can be used by people who care to try giving reasonable answers:

So if we subtract 1 minute since gold gen does not start till a bit after one minute, that is 27 minutes for gold generation (rounding up since it is possible to get gold sooner via level 1 fights). So the conversion ration is 1 gold per 10 = 27 * 6 = 162 gold average across an average length game. The base line minimum income for a champion in the 27 minutes gold per 10 is active is (20.4 * 27 * 6) + 500 starting gold = 3804.8 gold.

Do refer to lolalytics for item completion times. You can compare with 9.22 by setting the filter to that patch. Just keep in mind the new support items don't show up as a completed item while the old ones did. Check champion.gg (you may need to set filter to support or fix the sorting) for average income numbers. Keep in mind gold is only has meaning because of the power of items bought with it, so the stats gained from completing the quests of the income items do count as effective income for balance considerations.

For bonus points take a gander at champions in other lanes on those sites, especially those that get played both in support and in a farming role.

The problem with using average game time for calculations is that it's average, so a substantial number of games go beyond that, and that is when things start to breakdown. It also includes one sided stomps and hour long clown fiestas, which don't balance out. In an average game where you are now and where you used to get to is at relative parity, for most games. After that you have a dramatic drop off in ability to earn gold, particularly if your team falls behind to the point they can't really fight or take objectives because assist/kills and objective gold are your main sources of income since farm is objectively better on carries unless you have a strong reason to take it. That's going to feel bad for a lot of players and compound over time, because, if they have a lot of long games, at the end of the game, even though the support items are cheap, they will be even further from item parity with everyone else than they tended to be before. That will cause people to abandon the position, which is already under represented at all levels, causing more autofills, which will cause it's own issues, longer queues, toxicity, etc. It could, not super likely, but could even cause a noticeable drop in active player counts. Right now these are all hypothetical though, because it's going to take time to see how players adjust in order to try and overcome these potential issues.