The Support Role.
I really enjoyed the New Champion Select mode, And seeing as since either my duo partner or myself, chose support as secondary roles, Our queue time was instant. A seamless experience, The one that was intended for us all. However, Each new group of people we joined, Rejoiced at our arrivals and bemoaned about the 20 minutes they've had to endure prior to the arrival of a Support. Now with the reversion back to the previous champ select method, I can only presume that their reason for doing so is because of the wait times. None the less, I don't believe anything is wrong with The Mode, Or Team Builder for example, But the true problem lies within the Support Role itself, It is by far the least popular role in a match. Therefore, I would like to make some suggestions that in my opinion, Would greatly increase the overall experience of the support role and their personal impacts in each match.
1.) More Items! The much needed choices for many more unique Support only Items to buy and build into! I'm talking more gold income options, like Boots of Mobility reworked into a "Thief's Boots" with some sort of pickpocket passive added to it. A good support should be able to compete directly with any other role regarding income. Their money making capabilities needs to get buffed big time. Therefore, The only way to keep Supports, Being Supports throughout the entire match, Is to deny them access to the current Shop Keeper on the Rift...
2.) A New Merchant for Supports only! That's right, But one more thing, Not just another shop keeper at the fountain, But a spectral salesman that can be summoned at the will of the support whenever they need to buy some new gear! That's right, Eliminate the need for supports to leave their lanes for items. Now, With this train of thought, These spirit salesman would be dispelled in scenarios like the support receiving damage, or moving at all. Also, These ghost's would grant huge health regen and mana regen buffs, But only for the supports of course. However, This brings up another problem, How do we exactly choose the support life? Well, The Support life chooses you.. Because..
3.) New Summoner Spells for the Support Role! Let's say, 8 more choices, Support only spells. Upon Selection of these new spells, And only related support spells ( No mixing support spells with, for example, Flash. ) yes, no more flash for supports. Anyways, These new spells should be designed to greatly impact the flow of a lane and the dynamics of team fights. For example, A spell that can temporarily convert enemy minions. Or another spell much like the garrison spell from dominion for Summoners Rift. And a spell to replace Exhaust, That when casted onto an enemy champion, flips their stats around, switching their health stats with their mana, Armor with Magic resist. Making for smart calls by supports. Or another spell to replace flash, Where the support may select another champion and trade places with them. Give it twice the distance of flash, And grants both the Support and the other champion with a damage resist buff, And a decaying movement speed buff. These are just some examples of what could become a whole new realm if mechanics controlled solely by the Support Role. And to touch on the support life a bit more here, Remember that upon selection of the new summoner spells, You would be denied access to the current item choices sold in the conventional store, So it becomes immediately impractical for more than one champion to choose these new spells. This also eliminates "Supports" with full ability power builds, for example. I cannot emphasize on the importance enough when talking about the impact new summoner spells could have on the game. Big Support Plays need to become something that stands out and everyone on both teams knows what the hell just happened.
4.) Every tier 2 or 3 support item needs to have a unique active! Let's make the support role far more exciting with many more brand new builds, With an emphasis on countering who's on the enemy team. For example, Item actives that Fear, inflict grevious wounds, Increase healing and regen, Dodge chance, blinds and silence, And Reflect Damage, To name a few possible options. Supports need to become champions that you need to plan for, before taking them down.
5.) Trinket Build Orders! Supports should have the option to build up their trinkets into better ones, Like adding health stats, or a regen option, Move speed buff, etc, or Increasing the warding capacity even more so. All I'm going to add on to this one is this, Need more options for trinkets, Need at least 12 unique final build options.
6.) Better Wards! For example, And new Visible ward that every time it see's an enemy, Support makes 14 gold per unique enemy, Enters stealth upon first sight for 15 seconds. Stealth has 30 second cooldown. Or another option is an invisible ward, A 'Screamer', Upon sight of an enemy it releases a scream, slowing all enemies. Clearly all new wards would have limit caps on them. We just need more options. And of course, These would be Support Only wards via the new item actives from the new support only store.
Well that's what I have for now, If I have any more ideas for this I will continue to add to it. I really hope this catches on, I think it would become something really great!
before this patch - not only was it a powerful active, but killing a minion doesn't disable the passive for the max rank item, so they would still get the gold from it.
) so you can reposition/run instead of dumping my entire mana pool (and usually still failing) because you didnt see cait's trap and therefore got jumped by her and her support. especially if ive got a low damage champ like jana, raka, even a lulu or bard.