Vision and support nerfs

Kayasto·2/23/2018, 2:37:31 PM·1 votes·266 views

Ok so first because every role but supp discovered that support items give passive gold and started taking them, you nerf the supp items thus nerfing support then for whatever reason vision was a problem? So you remove sight stone and the ability to purchase wards early as a supp and now I have to EARN the right to ward 8-13mins into the game and that's only if I upgrade my supp item by then. and I only get ONE charge on quest completion? Now trackers knife is gone because the 1% of players in high elo and pro play use it too much. Cool thanks for taking the other 29,999,000 players into account. I already get tilted enough when I politely ask teammates to not forget their control wards and to place their trinkets and get a response like "you're the supp that's YOUR job". I'm sorry but why even do we have trinkets? can we just remove those too please? just let the supp place up to 25 wards instead of 3. let me ward for my whole team. these changes are ridiculous. I also dont understand why we dont have dedicated control ward slots yet? like how is anyone supposed to place a control ward late game? especially if a game goes long enough to get full build? why do we need to keep an inv slot open just to keep placing controls? i cant even think straight that's how angry these suport nerfs and vision changes are making me. And I know I'm not the only one who's extremely confused and outraged by all this. if there's a megathread about these changes somewhere that someone can link me to, please do. I want to do everything I can to ensure riot hears us about these crazy changes.

1 Comments

Lil Lewd Witch2/23/2018, 3:09:25 PM1 votes

They're making early game champs more viable, which is a good thing. Even as someone who loves to keep vision as much as possible and has started to play support again, there is too much easy access vision in the game which gives free laning to champions who are suppose to have a weakness in the early game which leads to SoloQ and Competitive games turning into low interaction games for the first 15 minutes.