[Support Item concept Season 5 ]: Paladin and Mage Sightstone.
#Why should we have Sightstone upgrades in season 5? As was many times suggested, there isn't much reason why we shouldn't have had the upgrades even before, but, with the upcoming preseason, it's the best chance to introduce and test new items. Then it comes to why there should be new support items. Well, with the jungle and dragon changes, stats will go around more freely to the jungler (new jungler enchantment), and the team as a whole. However, the support will also lose the dragon gold, and since they are already the role with the lowest gold income , this affect them more than other roles. A small blow, but a blow nonetheless to a still underappreciated role. #So isn't enough to increase gold support income? It would help to keep the game as it was in season 4, sure. But there are a couple complications. The first that I can think of is that, more gold flows in the support pocket, the less traditional supports have impact. Supports are defined by their utility, lane synergy, but also by how well they can fare on a limited gold income. By increasing their gold , you give the support player a chance to swap their Nami/Lulu with a Orianna, sacrificing some utility but gaining a second AP carry(High damage mage) in the late game. Second, the problem with supports is not their gold, but how they scale. If you give them more gold, that doesn't mean they will invest this in stats, as often they will invest that in vision wards or what's more benefical to the team.
#Then what's the goal of a sightstone upgrades?
A support doesn't need to be defined by how much gold they gain, and, by role tropes, is perfectly fine for them to not scale that well with items as a mage carry or toplane bruiser.
However, there gap between a support and laner in terms of gold doesn't actually imply a gap in terms of stats, but rather in terms of choice: a Mage with 4k gold that recalls can build a Rabaddon, a Void staff , a Morellonomicon, etc.
Support in general don't have that choice because they can't hoard that much gold, and that is fine.
What is not fine, at least in my opinion, is the entity of the gap in term of lategame presence of a support.
You know when you whack a 15% health Ziggs on the head with Leona and you just can't kill him?
In short, there isn't a problem with support having low gold income, but there is a problem when support have low presence .
#But then, can't they just buy more damage and health?
Fair point, but again, supports have low gold income, and if they were able to build damage, it should be in a form of an item.
That then would need an upgrade. And for how much it might be fun to build an Hydra on Leona, I don't think that a meta were Leona has enough gold to become a second bruiser is actually interesting.
Also, it reconnects to the problem of the viability of solo laners as support once they have enough gold.
#What's the plan, then? I had this idea since the new map came out. You might have noticed that the 2 opposite sides of the map follow two different theme. The Blue side is themed after paladins and knights, the red side after mages. And, if you think about it, most supports fill either one of those 2 roles: Braum, Leona, Taric are the knights, while Lulu, Janna, Morgana are the mages. Because of that, I thought of 2 possible sightstone upgrades , one aimed at Paladins, and one aimed at Mages, with stats to slighty increase their presence as the game progresses offering base survivability, extra damage , or more casts. When you start the game, you can pick up a free item that gains stacks if a nearby ally kills minion, and you didn't kill minions earlier. Those stacks have an internal cd (like the Spellblade active), have no effect until you grab the sightstone, and have a level cap(can't have the effect of all of stacks below a certain level). Through the game, those stack provide the support champion either a stronger presence as a tank(damage and survivability), or more utility as a mage(more casts, easier time moving around and getting out of trouble). The goal of the items isn't that of making supports a second fighter, or a stronger mage, but just to offset the gap they have with other laners that have access to gold, while precluding solo laners the chance to pick and abuse the item.
Watcher's Badge Free Offers no stats. Gains charges of vigilance when a nearby enemy minions dies from ally or turrets. 3 stack for champions kills.3 second internal cooldown. 90 max stacks. Killing a unit disable this effect for 30 seconds.
Paladin Sightstone Watcher's Badge+Ruby Crystal+400 gold (800 total) 150 Health Unique Passive:Turns stacks of Vigilance into stack of Zealotry , providing 2/3 of stacks as bonus Physical damage, and half the stacks as bonus resistances(Max 60 damage and 45 extra resistances). Cannot have more than 5*level active stacks at a time. Unique Passive:Holds 4 charges and refills upon visiting the shop. Unique Active:Consumes a charge to place a Stealth Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time
Mage Sightstone Watcher's Badge+Ruby Crystal+400 gold (800 total) 150 Health Unique Passive: Turn stacks of Vigilance into stack of Focused Magic, providing 20/3 of the stacks as bonus mana and half the stacks as bonus movement speed(Max 600 mana and 45 movement speed). Unique Passive:Holds 4 charges and refills upon visiting the shop. Unique Active:Consumes a charge to place a Stealth Ward that reveals the surrounding area for 3 minutes. A player may only have 3 Stealth Wards on the map at one time.
TL;DR= Item concept about 2 possible version of Sightstone to increase the game presence of supports lategame without just giving free stats on a cheap item to be abused by solo laners. This item doesn't make them as strong as laners but offsets the existing gap .