What if we uncoupled support income and xp from minions?

BobaFlautist··1 votes·220 views
  1. Add "xp/5" to support income items that only triggers if nobody in your team is lower level than you.

  2. Stick some proactive xp on them, eg item 3092 gives you xp along with the gold for hitting enemies with spells.

  3. Change the reward pattern for item 3301 /item 3302 to decouple it from sitting in lane - obvious solution would be to let you cash in charges for buffs, heals, shields, taking damage, applying cc, and maybe even assists cash in additional charges. I'unno.

  4. Give supports something to do in the jungle other than roam and vision. Maybe make it so they can help with shitty early clears/apply buffs for ganks? I dunno I don't wanna tie them to junglers too much. Combat agnostic objectives would be interesting but everyone hates skarner pillars. Bard passive feels kinda dumb. I dunno, be creative. Maybe make the map physically larger and add some more beautiful terrain for them to explore. Maybe stick more skuttle-like mobs in the jungle that give you different utility for cc'ing/shielding/healing them?

  5. Congrats! You no longer have to balance around the incredibly warping meta of supports gluing themselves for adcs for the first 2-10 levels and are allowed to give supports abilities that benefit the rest of their team!

5 Comments

1wolfpack1 votes

it would be easier to just make it a 4v4 game and get rid of supports all together

afmghost1 votes

The role of support is to help the carry become powerful. They are late game monsters who, during early game, can't stand up to much of anything. The support is to help the carry get to their late game potential faster. Some of these in particular don't seem like good ideas to me.

1: Xp increases for being the most underleveled? If a support and a carry are doing well and winning the lane, the support may have more xp than other teammates. This seems more like a punishment for doing well (and a reward if you're just flat out sucking). 2: It would be nice, but unnecessary. When I support, I don't seem to have issues with leveling up to need any kind of bonus like that. 3: Looks to me like you would rather the support heal and buff the carry using an active ability than having their slight income bonus. Since the carry is the one who farms, supports need their gold income items to make their money. On top of that, it seems unnecessary when most supports have these kinds of buffs, heals, and debuffs in their kits already. The tier three income items already have effects, anyway, so it seems silly when you can just have the best of both worlds. 4: The support needs to help the carry early game. On top of that, junglers are designed to have enough sustain, damage, and durability to be fine on their own in the jungle. Expanding the map just so the support can help the jungler sometimes really doesn't seem cost effective. 5: Sorry, but after reading above, I don't buy it.

Khristophoros1 votes

If supports don't need to stay in lane then you get a roaming support meta which is cancer. You have 2 dedicated roaming positions for the whole laning phase. That is not fun for laners.

Rindin141 votes

isn't it?

Sure it's harder to farm and not as safe to be in lane, but isn't that just boring anyway? Why would it be not fun for laners if there was more excitement happening in the early game?

I'm not saying you are wrong, but I would like to see some more of the thought process behind your opinion.

Khristophoros1 votes

{quoted}

isn't it?

Sure it's harder to farm and not as safe to be in lane, but isn't that just boring anyway? Why would it be not fun for laners if there was more excitement happening in the early game?

I'm not saying you are wrong, but I would like to see some more of the thought process behind your opinion.

  1. experience. I've seen basically every strategy you can imagine. This is one of the ones that really sucks to play against.

  2. More ganks = less individual skill expression in lane. People already complain about junglers and it's probably the position that gets the most careful balance attention. The jungle has been reworked many times. The reason for that is Riot knows that the frequency of lane ganks and their reliability is very important to the health of the game. It needs to be perfectly balanced, not too much, but not too little. There needs to be some degree of uncertainty even if you have a good lane matchup, a reason not to just tunnel vision. But at the same time there needs to be enough downtime on those ganks for the laners to feel like they have an impact on their laning phase. If you have two roamers it's just constant ganks everywhere and you basically get no agency to determine the fate of your lane.

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