How To Make Supporting FEEL More Rewarding Than It Does Now
Say what you will, but this guy has a point.
To summarize quickly, goldbay99 gbay99 states, that it is hard to both feel & show off your success as a support. The KDA isn't really as indicative for supports as it is for other classes. For sololaners and ADC's kills are usually hard earned stuff and CS needs to be mindfully grinded. But supports don't need to CS, they get an assist whether they flashed forward, landed the hook, locked the enemy down and walked away to give the ADC/assasin the kill.... Or whether they threw in a lantern in the last second to shield an assassin who would've gotten the kill anyways.
See what I mean?
Mindlessly shieldspamming is just as good at getting you a nice KDA as is solocarrying the game. And yeah, this won't get you as many net-wins, but it doesn't feel as good as it should. Which is probably why people don't enjoy supporting as much. It's a space with little glory and lacking thankfulness, all while you are expected to be altruistic non-stop. No wonder people like to play secondary AP carries in bot now. Because you can actually FEEL your impact by killing and you can SEE it afterwards by how much damage you dealt (hi there, Zyra). And no matter your stance on those supports; you gotta admit it feels mindblowingly awesome to top the damage leaderboards as a support.... even though a different playstyle would've probably helped your team more.
But what if there were other leaderboards to top other than damage? What about "time stunned"? Or "damage blocked"? Why are those stats that supports are supposed to shine in, completely left out? I am convinced that we need a better representation of the non-damage-contribution supports have to the team. I took the time to write down a few suggestions that I would like to see after the game, implemented as bars that show subsections if hovered with your cursor (see damage values for an easy example).
#Active Damage done
- Magic damage
- Physical damage
- True damage
Example (and showing off paint skillz) http://imgur.com/mGw6ezj
#Indirect Damage caused
- Proc damage

- Stat/damage enhance & resistance shred
/
& 
Damage prevented
- By shielding

- By granting resistance/damage reduction

Healing Done
- By damaging

- Selfheal

- Allies healed

Buff Time
- Time shielded

- Time sped up

- Time enhanced

Lock Down Time
- Slows

- Displacement

- Disables

Those are just some things that I could come up right now. There is probably a lot I missed or that could be improved. But I honestly think that stats like these could increase the.... positive feeling a support player could have after a successful game. And the occasional "dude look at how much damage she blocked, THAT'S INSANE" would suddenly be possible too. And additionally I have been wishing for those kind of hover stats for a long time anyways. The after-game stats have always seemed a bit.... unorganized.
If you agree, please upvote. If you think I missed something or if you would like to add some thinks, let me know!
Thanks for reading, SilverSquid