Support Appreciation and Post-game Statistics

Qubitz·11/23/2016, 11:08:54 PM·2 votes·763 views

Overview There's been a lot of talk recently about why supports are played less frequently and how Riot can help encourage summoners to volunteer for the role ;). While I don't have all the answers, I do think that post-game statistics neglect the power of supports and can provide confusing conclusions.

Recommendations

  1. Wards I thank Riot for displaying the ward count on the new beta client post-game, but a more in depth breakdown of vision is required. The count of champions spotted via wards, the amount of vision provided (area of vision multiplied by time?), and traps disabled will give supports statistics to improve upon in future games. In addition, these statistics allow all summoners to compare themselves against opponents and allies. Give supports something to brag about besides assists. I took heavy inspiration from Vantage League's vision statistics. A coaching session with Kubz and the Trinity Force Network is an excellent demonstration of the level of detail Vantage was able to achieve in their system. As a side note, it has been noted by others that control wards do not affect the ward count.

  2. Crowd control It is rare in the support role that a supporting champion will not have crowd control. Alistar, Leona, Thresh, Blitzcrank, Janna, Nami, to name a few, have massive amounts of crowd control that can make or break laning phase and team fights (here's to you bad Alistar players). Yet, no graph, number, or any other indication demonstrates crowd control statistics. As a support main, this is just heartbreaking and something I've been yearning since my inception as a support. Now I understand that many forms of crowd control exist; however, crowd control statistics can be categorized into their corresponding effects similar to the 'Damage Done' section in the post-game statistics.

  3. Healing and shields There already exists a 'Healing done' statistic in the post-game screen, but I feel based off my experience and other posts that this statistic is not well understood and often provides meaningless data. This statistic is too broad of a concept to be handled by one checkbox. Items such as Guardian Angel result in 'Healing done', but lifesteal doesn't and neither does Garen's passive (OP, plz nerf :P ). An in-depth breakdown of healing done is imperative in order for confusion to be minimized not only for supports but for other roles as well. While we're on this topic I would like to bring up shields. Another corner stone of support utilization, shields are not represented anywhere in post-game statistics. Now, I can't say I play too many ally-driven supports (Lulu, Soraka, Karma, etc.), but these champions deserve their fair share of statistics as well (shoutout to all the clutch shield plays!).

Conclusion This post describes a lot concepts and suggestions of which I have not researched to their fullest extent. I'm passionate about getting more statistics for players who are looking to improve their gameplay utilizing comprehensive data. Due to the differing nature of crowd control, categorization will be difficult to implement and an in-depth vision system will be a complex task (I think). Regardless, I want to provide Riot with the opportunity to understand and hopefully address these issues to give more reasons for supports to be proud of their role and to attract other roles to our beloved hobby of being blamed for losing lane :P.

I'm looking forward to hearing the opinions of others on possible additions to the post-game statistics and critiquing upon my ideas.

TL;DR

  1. More ward details (champions spotted, disables, control wards, etc.)
  2. CC graphs (taunt duration, stun duration, etc.)
  3. More healing details/clarity; add shield graph

10 Comments

MatthewRT211/23/2016, 11:13:13 PM2 votes

i'd like to see how much i've healed and sheilded allies instead of seeing how much i have been healed

Jyoeru11/23/2016, 11:16:44 PM2 votes

Honestly, it's probably because supports are way too codependent upon the rest of their team for the most part. My games started going better when I went pure aggressive support, and there are only two with that ability: Brand and Zyra. The rest of them are totally unable to do anything without someone else around, which is really bad if you're supporting a very poor adc and related.

DemainaNyx11/24/2016, 12:18:10 AM1 votes

I agree. It would be nice to have like a "Death's Prevented" stat or something like that. I've had games as Janna where you predict the incoming Rengar ult jump on your 100 health ADC or you get in range in time to ult and give them enough healing to survive. That or knocking Zac out of his slightshot as Thresh thus negates that incoming damage if it were to hit, so even a "Damage negated" stat would be something interesting that could apply to that or putting a shield on a champion.

Obviously I think the shield should only count when the shield absorbs damage. If I just place a shield on someone and they don't take damage, that shouldn't count to the stat.

The only issue I can see is maybe with Tahm devour or Thresh lantern. If you lantern someone away from enemies, you can't really calculate damage negated. You could maybe add a tick to death's prevented, but maybe not depending on who the person you're lanterning is.

MLDzXnRRR11/24/2016, 11:35:49 AM1 votes

People check only dmg dealt to champions...