Death of the Tank Support
I usually keep my head buried in the thickets of the Treeline however, Rito recently burnt down my home so I had to move back to the same ol' boring Rift. What is all of this new stuff?!?! Maybe it isn't the "same ol' boring Rift"! Alright then, lets get into it. 50 some games later....
It is obvious to anyone that there is an overwhelming amount of poke supports being played, what might not be so obvious is WHY. In fact in a broader scope we can see that this season is more about massive damage and far less about defense, sustain, and utility. Albeit with a caveat of massive damage that can provide solid sustain... which really only useful against trading massive damage. I am going to break this down into 3 parts, tanks, supports, and the combination of.
With the new additions of Lethality any High Dmg champ can effectively negate at least 1 item of armor (if not 1.5 items) so, tanks can take a nice beating and actually die. I understand this was the intended effect of dumping so much lethality into the game. However, champs without armor now spontaneously explode... oh wait no that was an assassin's attack. Well... I am happy that there was at least... a single second granted to react to that massive FACEMELT.
Supports... you poor sobs. Supports are behind 1-3 Levels throughout the game and 1-3k gold. Assassin's could fairly easily kill them before... now supports are just meals with legs. FACEMELT! So your best option with a support is to stay out of range where you won't die (as much) however you will need a ranged support to contribute any sort of damage or CC... which makes half the supports useless AF.
What about the tanky supports? While Thresh and Leo are some of my favorite champs, they feel far more useless this season than ever before. Those kit's are designed around landing hooks and moving in for some serious CC. In the past players would run from Leo and Thresh dodging and weaving potential hook paths... now they step into them so the support can move in close to receive a double adc poke fest. Not only is the tanky support down an item but it is down level which means HP, Armor, MR, and items that scale on LV are less effective, such as the lockets hp shield. Now lets put Lethality in the mix. You are down 2 items worth of armor(one from lethality shred, the other from just being a poor, broke joke, support), and all the HP,armor lv scale mentioned before. FACEMELT. This makes the concept of a tanky support pretty dang laughable... or if you are someone dumb enough to play one(like me) you might not be laughing... you might just be crying.
As a tanky support I have to wait for ganks or fights under my tower to win an exchange, even with well placed hooks or other CC. As a poke support i can remain useful all game, dealing a medium amount of damage with high range. In fact, these supports are buying damage items not support items. So they are almost like a 2ndary adc whos job is to hyper boost the primary adc by bullying lane and softening the opponents for the primary adc to kill. Most of these supports have some minimal amount of CC but it can be used at a med-long range. Where as the tanky supports need to be toe to toe. FACEMELT.
In conclusion, I feel that the experience/gold cuts on supports cut the pocket of a tanky support too deeply and thus favor a poke support who can get more literal bang for the buck and/or gold funnel like gimmicks/"tactics" that can be used as loopholes to the deficient gold supply the support earns...
I am curious to hear the rest of the communities thoughts as well.