As a support main, i would actually like to see Ardent Censer removed or reworked from scratch.
Because the way it is right now, its just plain broken and limits your support choises by alot.
A support is only as strong as the team and when an item like this exists, that can give an ally around 2k gold worth of stats all the time, not buying it or playing a support that cant apply this is basically trolling your team. And before you point out the patch notes saying "but its nerfed now", it still gives about 1.5k worth of stats to the person who gets the bonus.
If you dont belive me, just look at the top tier Support Champions.
There we have Janna at nearly 57% winrate, Soraka at nearly 55%, Sona at nearly 54%, then Sion, one of the only two support with above 50% winrate who cant abuse the item, and Taric with 52% Winrate...
The only other support that is above 50% is Blitzcrank.
The top 3 Supports all rush Ardent Censer, and are all able to permanently apply it to at least one champion (in most cases, the ADC), or even buff their whole team with it if they like to.
A good Janna, Sona or Soraka can give the bonus of Ardent Censer to the whole team for up to 18 seconds, a good Sona even longer. (Since
and
also apply it.)
The item is so good, that in this years LCS we even saw a TRUNDLE build it, because hey, he could proc it with
...
Honestly, just get rid of this broken Item and if needed, give supports who were only top tier cause they could abuse it a compensation.
Items like this, who are clearly above all other choises limit every choise you can make in this game. For crying out loud, right now only 6 Supports have a winrate above 50%, because you can barely win with a support who cant abuse Ardent Censer against one who can...
is because many adcs are shit in bronze. my problem with ranged supports nowadays is the fact that they dont make much of an impact, they usually dont initiate and make plays, and honestly are taken for granted. people like
and
are so good because they make an impact. they make plays, they make impact and THEY'RE the ones who take damage, are incredebly useful and make plays
's passives charges kind of like how the old item "Ionic Spark" had charges to proc its passive. The user should have to shield or heal a handful of times to gain charges until they're at full charge. At full charge, their next heal or shield will then give attack speed, drain HP on hit, and be 10% stronger. This way, it's less spammable and there's counterplay against teams who have it.