Let's settle this once and for all! Is the support item change a buff or a nerf? - An Analysis -

Lord Desert·11/22/2019, 8:41:03 PM·100 votes·18,627 views

item 3400

There is a huge discussion around the new support items. Some claim its a huge buff, others say its the complete opposite. So what is it? Lets check the changes and the facts! (There is a TL;DR: at the end...)


                               #**Arguments:**

Pros:

  • save 1400g because of the free upgrade
  • 1st item earlier

Cons:

  • worse overall stats
  • weaker early
  • loss of passive
  • complete loss of goldincome after Tier3 upgrade
  • worse gold generation


Item stat changes


Lets look at the stat changes in detail:

#Tier 1 Relic line:item 3858 /item 3854

  • raw stats 50g more gold efficent
  • loss of shared passive heal (5-30HP)
  • gp10 aprox the same

Spellthief line: item 3850/ item 3862

  • raw stats 140g less gold efficent, no manaregen
  • loss of dmg passive
  • max of +4gp10 possible

Sidenote: The relic heal passiv could be compensated by a dorans shield, and the spellthief passive roughly by a ~20 Ap increase (if we approximate ~70%Ap scalings). Meaning both items lost ~+400 gold with their passives. This is especially important for the Tier 2 items! To off set the missing manaregen on the Spellthief linie you would also need another 150g.


#Conclusion Tier 1: The support items are clearly nerfed at the start of the game, especially the spellthief line. But the loss of the healing on the relic line is also pretty bad, because this might cause worse gold effiency, since you might not want to share a minion, because of the dmg you will receive in return.


#Tier 2

Relic line:item 3859/ item 3855

  • 450g upgrade costs safed
  • stats have the same cost efficency, but are arguably worse (+10 AP/ +6 AD vs 25 HP and 50% HpReg (which is very important in the laning phase))
  • much worse gold generation. (old 30s recharge vs 45s recharge; The +1gp10 doesnt help to reduce the offset)
  • loss of passive heal (10-60HP)

Spellthief line: item 3851/ item 3863

  • 450g upgrade cost safed
  • loss of 440g worth of stats, (especially 10%cdr and 50% manaReg)
  • loss of passive dmg
  • loss of up to 6gp10

Sidenote: The shared heal on the relic line doubled to 10-60HP (based on missing HP), so a Dorans is still needed to compensate this. The passive dmg on the spellthief line increased so we would need approx 25 AP to compensate this. And the free upgrade will not happen with your 1st Back, the upgrade will be around the 10min mark earliest.

#Conclusion Tier 2: If you want to have the same early as with the old relic line, you are forced to buy a dorans. Meaning you have not saved any gold and have worse gold generation. If you want to trade a much worse early for an earlier 1st item, that is possible, but you will not be ahead by 450g because of the worse gold gen. And you will receive the "free" bonus stats only after the upgrade, meaning around the 10-12 min or 20-24min mark.

It is even worse for the spellthief line, because your 450g "saved" is technically completely eaten up by the lost stats. Ontop losing the passive dmg and worse gold generation.

In both cases you can ether try to have the same early as before, but you will have worse gold generation overall and even less gold in the spellthief line, or you go for an eariler 1st item spike, which is not a pure 450g earlier, its a bit less, and the spike itself will be a bit weaker. Only after you get the free upgrades things even out somewhat, except for the lower gold generation.


Tier 3:

Relic line:item 3860 /item 3857

  • 1400g cost saved
  • loss of a total of 170g worth of stats( ontop lossing 200% hpreg and 10%cdr)
  • catastrophic gold generation_ (old: 4 stacks/20s recharge (= max 33.5gp10) + 1gp10 VS 3gp10)_ = loss of up to 189g per minute, once Tier is reached.
  • loss of shared passive heal (15-90HP)

Spellthief line: item 3853 /item 3864

  • 1400g cost saved
  • loss of a total of 106g worth of stats (ontop not having CDR or manareg)
  • abyssmal gold generation (old: 3 stacks/ 22g/ 10s recharge = max 22gp10 + 2gp10 VS 3gp10) = loss of up to 126g per minute, once Tier 3 is reached.
  • loss of dmg passive (same dmg & gold as tier 2 btw)

Sidenote: The 1400g is technically only 1230g and 1294g saved from the raw stats, but this is even less since we have worse gold generation before the final upgrade. By rough approximation you should have about 200-300g less gold once you hit the final upgrade(20-24min). Meaning you save only 1000g and have now virtually no more gold income, but technically you are missing stats which you had before and need to invest gold again to get them back (like 10%cdr= 266g, 200% hpReg = 600g, 50% mana reg = 250g).

Thus the 1000g saved, is in reality partly a shifted towards other stats, and not just purely saved 1000g, keep that in mind.

Another important note is, that often you didnt upgrade the frostfang, and to a much lesser degree targons, because the upgrade doesnt bring you much. You would rather have your first item 1000g sooner! So you didnt save 1400g on your first item, you only save 450g! And as mentioned, the old tier 2 upgrade was much better and had better gold generation, so it is not even 450g that you save.


#Conclusion Tier 3:

You only get the big free upgrade very late into the game, around the 20- 24min mark. Meaning you dont actually benefit from the free stats until then. Ontop it is not 1400g, it is only 1230g/ 1294g respectively that you "save" compared to the old items (ignoring the worse gold gen for now). But in there is also a major stat shift, so you need to buy the missing stats, if their absent doesnt bother you, reducing the actual "free" gold amount even more.

A very big problem is the loss of the income passives once you hit the Tier 3 upgrade. You lose up to 189g/min and 126g/min, starting aprox. at min 25. This means in a 40min game you have up to 2.835 gold less now than before! And we are talking about the support role, which has already 3000+ less gold at the end of the game comparded to very other role! Lets assume the free upgrade minus the worse gold gen, is just a clean 1000g buff, once you hit the Tier 3 upgarde. In less then 8 mins, this will be a flat out nerf to the support role.



TL;DR:

Arguments: Pros:

- save 1400g because of the free upgrade Nope, its a 1000g save at best, once you hit Tier 3

  • 1st item earlier Yes, technically, BUT: its only, at best, 450g earlier and you have a much weaker early, which could then delay you again.

Cons:

  • worse overall stats Yes
  • weaker early Yes
  • loss of passive Yes
  • complete loss of goldincome after Tier3 upgrade Yes,Yes,Yes
  • worse gold generation Yes

Overall:

  1. The supp items are nerfed at the start of the game (especially the loss of the passive heal on the relic line)

  2. 1st buy: Worse gold generation, worse stats/weaker overall. Ether the freed up gold could be used to balance the early game out, resulting in the roughly the same early, or be used to get the 1st item approx <450g earlier, at the cost of a much weaker early.

  3. The midgame is the same, because the loss of the passives and lower gold generation balance out the free upgrade stats and a potential bit ealier 1st item. (Or overall weaker, if you bought things to help out your early game)

  4. Once you complete your Tier 3 upgrade (~20-24min mark) you have a small power spike,

  5. But this powerspike drops hard every minute afterwards, nullifing it 6 to 12min later.

  6. The late game (30min+) is completely trashed, because of the removal of the gold income, and supports were already extremely behind in the lategame.

Verdict: The support item change is clearly a nerf.

  • A much weaker start/early,
  • at best, the same midgame,
  • a minor powerspike at the end of the midgame,
  • and an utterely trashed lategame, where supports are already behind

Edit: I have purposely avoided the Anti-Poaching for now, until I know for sure if there is any special interaction with the CS you get from/because of the relic line passive! (Riots wording is a bit unclear to me, especially the 50 CS line (is it flat 50 cs or 50cs/5minute = 10cs/minute(aka perfect cs-ing? Need to test that first): "EAT THE RICH_ Farming more than 20 CS per 5 minutes (3 out of 10 waves) reduces gold from minions by 50%. The penalty increases with further CS to a max of 80% reduction at 50 minions._ **MATH **_Once the penalty kicks in, your CS gold is reduced to (70 - CS within 5 minutes)% _")

But I can say 3 things already:

  1. The idea is very good and needed to prevent sololaners from abuseing the gold items!
  2. You still get some gold, its not completely taken away, keep that in mind, but there are a lot of cases where this wouldnt make any sense/be justified anymore. (Like the lategame wave setup, home base defence etc.)
  3. We would need to go through all of the scenarios first (also the bad ones, where the supp purposely takes all the farm, which he shouldnt have to resort to, because we got the gold income items ;D), before we can make a clear verdict about this! But so far the removal of the Anti-Poaching on the Tier 3 upgrade (and keeping the goldincome passive) is a very good idea, and I havnt found cases where this is bad, YET! :D (But once again, we will need to run some numbers on the anti-poach penalty (if solo laners could abuse it especially))

P.S. Im sorry for all the spelling and grammar mistakes, Im not a native speaker. If you find anymore, please let me know! I have made a comment down below, where you can give me feedback about mistakes I have made, to keep this feedback seperate from the other disucssions :D

104 Comments

Jimmy Rustles11/22/2019, 8:47:10 PM28 votes

Another point is basically no one got tier 3 versions of support items, especially the frostfang line

So really not as much gold saved as they advertised, except for those long games where you had your 5 items and had nothing to buy except support upgrade

Cry of the Celts11/23/2019, 3:16:14 AM15 votes

[{quoted}](name=Lord Desert,realm=EUW,application-id=3ErqAdtq,discussion-id=wAQGmFOh,comment-id=,timestamp=2019-11-22T20:41:03.276+0000)

Sidenode: The relic heal passiv could be compensated by a dorans shield, and the spellthief passive roughly by a ~20 Ap increase (if we approximate ~70%Ap scalings). Meaning both items lost ~+400 gold with their passives. This is especially important for the Tier 2 items!

This is half wrong.

Doran shield can compensate the lost of self healing, but it doesnt compensate for the lost of the heal that g to the nearest ally.

For support tank this is a huge nerf for the laning phase.

Lord Desert11/22/2019, 9:13:35 PM14 votes

hmm why did this analysis get 2 downvotes already, if all it has done was to look at the math behind it, and no one said anything negativ so far? Or that I did something wrong/overlooked something! I guess people must be afraid of math or dont even have time to read a TL;DR :/

TobiaskJ11/23/2019, 1:43:19 AM8 votes

aha

I knew it, iam so behind on my support builds now with new items...

Saezio11/23/2019, 5:41:17 AM7 votes

You didn't mention how Csing penalty doesn't go away. Huge con imo.

gileskd11/23/2019, 3:46:36 AM7 votes

look good to me, but some minor corrections opposide ----> opposite safe ----> save Sidenode -----> sidenote safed -----> saved

WTBeGirl100EUhr11/23/2019, 2:28:57 AM6 votes

One thing that I think is unfair here is that you're looking at the maximum possible gold generation from the old support items which... really never happened. It was pretty rare to make more than 2k gold from a support item. You can't start telling people they're 3k gold short. 1300-1400 was a much, much more common point to sit at on the gold income items.

The 3 Gp/10 is - supposedly - about the value that most players actually achieved in 25m+ with support items which I don't completely believe but income doesn't feel that different late game as a support.

gibedepusib0ss11/23/2019, 8:06:30 AM5 votes

Thanks for posting this. Not sure what Riot was thinking trying to gut the support role yet again. Feels bad man.

TheDelighted11/23/2019, 12:46:03 AM5 votes

It's not about the gold generation. It's about the overall power of the item. Before for 850g for the spellthief line we got:

20 AP, 50% Mana Regen, 10% Cooldown, +2g/10s 18 bonus damage per charge on our attack, +22g

And all that before 5 mins (on average).

Now we get, 15 AP, +70 HP (WTF), 3g/10s +15g per charge.

AT FREAKING 8 mins(on average).

DestructoDave11/23/2019, 1:48:19 PM5 votes

I feel like this change is gonna backfire when people just start selling the item after completion, wards be damned, so they can actually farm minions for gold.

No one likes being broke and feeble. There are gonna be more auto-filled supports, and more of those players just flat out selling the support item after completion, robbing the team of vision, all because they want to gut support gold income.

I dont want to farm minions for gold. I was more than happy proccing relic shields and spelltheifs, but I can guarantee you if I'm in a game as say, support velkoz and my ADC is 0-9, and I've managed to pick up some kills/have a chance to carry the game, I'm selling that support item so I actually have some gold generation. You cant even afford pinks on 18 gold per minute.

XJ9999999999999911/23/2019, 4:04:52 AM4 votes

supports are not meant to be equal to the adc in terms of strength or the jungle/top in terms of durability.

you play the character for what they offer against the enemy comp and your comp.

people got so spoiled off all the free damage supports got. Supports were way too strong early and its mid game is fine. late game they should fall off and mostly be extra damage or an extra hate or my favorite an enchanter with healing/movement/big ult.

just strange whenever jungle gets shafted out of no where we have people going "jungle wasnt supposed to be a carry role" meanwhile people want support to be a 2ndary carry role.

Mr Sa1nt11/23/2019, 7:18:14 AM3 votes

Well I only had to play one game of support to notice that as an AP support, I felt just weaker in general. My ADC made 12k damage, enemy adc made 16k, but we were the winning team...and were quite ahead. Meanwhile as AP morg, I have only 8k damage. That's about 4k less than I'd have normally at the same point of the game....without being fed or having a lead.

I felt like any lead I got on the enemy support, was extremely minor. It felt like if my ADC wouldn't hard shove the lane, I'd be punished and starved from gold(luckily my ADC was shoving, and I could auto the enemy tower). I was distinctly weaker in comparison to all members of the team...and weaker than any other Morgana game I've EVER played.

Enemy support was even weaker than I was, by a lot. They lost their lane, and I didn't feel like it meant anything at all to my own gameplay. I could've been losing lane, and aside from less gold generation...I probably would've still had hardly any damage on the board. But my CC score was pretty high, way higher than everyone else's (although morgana has one of the highest CC kits in the game anyways). So I was landing my abilities, was ahead in gold, CC, everything... but making low impact damage wise. Doesn't seem at all balanced to me.

That and I noted, that since I can't spend the small amount of gold to upgrade my AP support item...I didn't have a lot of mana regen. Which is fine, except that a lot of the efficient mana regen items cost more than the 450g I could spend on my first back. I would go OOM after using only a few abilities.

What's even worse, is with that little scoop they added to the side lanes...enemies can now dodge abilities easier, they have more options for moving around potentially. My lane felt more passive, I felt like I had almost no gold, and that I was weak in damage. Didn't matter if I landed the majority of my binds.

Idgaf I am iron11/23/2019, 8:17:58 AM3 votes

You forget the gold from minions reduction. I used to have 30-40 farm by the time laning was over (15min or so), which is 600-800g, now minion gold is reduced to ~33%, which would mean i lose ~500g, simply because i cant take a few minions which my adc cant get.

Ronin Tamos11/23/2019, 8:33:25 AM3 votes

Thank you for posting this. Upvoted for visibility. Hope Riot realises they will only up the autofill numbers with this. No one wants to play a role with no reliable way to gain gold.

PupOnDRun11/23/2019, 7:06:00 AM3 votes

A point that i do not see many people making about relic, is the new minion execute. Instead of having a factor of the Champ's max health to the execute, the new lines only have 'minion at half health'. This makes trying to proc the effect more dangerous. Also once the execute goes away, there is very little chance for a tank support to wave clear to even attempt to get any gold outside the gold generation.

david187711/23/2019, 2:28:14 PM3 votes

It was a nerf to tanky engager supports who can no longer heal of relic procs, and enchanters who lose mana regen in favor of AP, which they don't benefit from nearly as much. But a huge buff to poke supports who gain decent combat stats and early gold to build their damage items.

i4got2pull0ut11/23/2019, 7:44:45 PM3 votes

Nerf.

Supports are now supposed to clear waves when the quest gets completed.

4 items shouldn't revert 10 years of champion designs.

Sałem11/23/2019, 11:30:50 PM3 votes

GET THE FUCK UP WITH THIS POST (UPVOTED)

Finally someone with stats

Modnar Erom11/24/2019, 12:21:39 AM3 votes

It will have to change because of pro play if nothing else. Once the quest is completed supports gain 180 gold every 10 minutes, or 2 control wards every 10 minutes. If the game is a fiesta, supports will get some income though it is important to note even in fiestas that assuming relatively equal trades supports actually fall further behind due to the gold distribution. But what happens in those low kill pro games that last a while... You are going to have supports on 2 items at 60 mins because they have to spend 100% of their income on control wards.

On a related note, I am a currently unemployed mathematician who would happily replace the boosted bonobo who thought these changes were a good idea at 2/3rds of whatever their current salary is. Hit me up....

Garen is adopted11/23/2019, 9:48:02 PM2 votes

It is obviously a nerf from every single aspect, no one would mind spending more 450 to upgrade the item and never upgrade it again than getting forced auto upgrades that even remove some of utility at max tier, force you get less gold for some reasons and so on.

I don't see any positive trait at any items.

NTrumpWeTrust11/24/2019, 11:19:48 AM2 votes

Having it upgrade automatically is nice but that's about it. We traded quality of life for power. Also taking mana regen off the spell thief item feels like utter shit. Enchanters were having a rough enough time of it with tank engage throw-out-a-random-hook-to-maybe-win-the-lane-phase-and-the-game supports dominating down there. The only reason Senna is up there with the best of them is because she's overtuned af and morgana has blackshield. This was just an indirect buff to supports who definitely did not need a buff (Nautilus Leona Blitzcrank Thresh Pyke ) due to them having a shit load of free stats built into their kits, leaving enchanters and other support types with even fewer stats to fight back against this trash meta.

PurinShoujo11/24/2019, 8:18:44 AM2 votes

I find it interesting how much hate people are spewing toward mage supports and how these changes are meant to "shut down" these high damage mage supports cause "SUPPORTS SHOULDN'T DO DAMAGE". Yet Riot releases Senna, who can be played as both adc and support and can do a boat load of damage. And Pyke, literally an assassin support who does tons of damage and has an execute that can reset.

Not to mention, Riot made the AD items specifically with supports like Senna and Pyke in mind.

And can we also talk about how Pyke is minimally affected by a lack of gold generation because he can just KS with his ulti and get tons of gold for himself that way while still benefiting his team?

As for my opinion on the support item changes... I still don't have a solid one yet. I'm not a fan of having practically no mana as an enchanter main. I feel like I don't have enough mana to try and poke down a tank to prevent engage. But you can back earlier and buy some faerie charms so it doesn't feel too bad after you get that first back in. But then once I hit the 1k gold mark on the item, I'm at a loss of how to get more gold, especially if my team is behind and I'm not getting many assists. If we're ahead, then I can usually finish 3 items.

Pandemic Punch11/23/2019, 5:53:44 AM2 votes

Feels like a hard nerf on the Relic Shield line after removing the heal

TobiaskJ11/23/2019, 9:12:58 PM2 votes

So

In other words, in late game, no matter how active you are as support, you get the same amount of gold as an AFK support sitting in base. TY RIOT