Supports need more item options like junglers have (with sightstones, GP10, etc.)
TL;DR: Give supports choices to make when buying items - More Sightstones - More GP10 final upgrades - Make the secondary support items feel good
http://i.imgur.com/5ZZwSS6.jpg
EDIT: This thread is continued in: The Support Project
It's nice that junglers have 4 smite upgrades and 4 enchantments, which sums up to 16 different combinations. I think this should help us highlight how limited and narrow the support itemization is in early game.
Have you ever seen a support build in competitive scene, like LCS or OGN? 30 minutes into the game, it's an unfinished Spellthief's Edge, Sightstone, Boots of Mobility and usually at most one single support item - Mikael's Crucible or Locket of the Iron Solari (unless it's a snowballing Morgana, then it's Zhonya's Hourglass).
- a typical endgame support build on pretty much any non-tank champion in pro scene
- 4600g spent on a tank build (Leona, Braum) with no alternative choice to be made at any point
In your everyday solo queue game, there are a lot more kills and a lot less pink wards, so supports have more gold at their disposal, That, however, doesn't change the core of the problem. The build will accelerate faster and at 50 minutes you will actually have some items, but the choice for the first 3 ones will be just as limited.
Why we need more options? To feel better? To have more power? No - to enhance gameplay through decision making. Having options means choosing between route A and route B. Every route is different. Making a decision to buy A or to buy B is part of game and requires knowledge and adaptation skill. It's nothing big, but it separates people mindlessly following one build from people capable of adapting to the situation. A good example would the DFG/Zhonyas dilemma in the mid lane on select champions (Annie, Ahri, Lissandra).
#One Way Ticket

Once the support picks a GP10 item line - which most champions can do efficiently in one, at most two ways - their first 3000 spent gold is set in stone. There is no choice to be made until 2200 g is spent on the gold item and 800g on a Sightstone. In most games lasting shorter than 20-30 minutes, supports will have pretty much the exact same build every single game - for a tank like Braum or Leona, it will be FotM, Sightstone and Boots of Mobility, game over.
The problem of Sightstone lacking alternative upgrades has been already brought up in countless posts, but this is only a part of the problem. Building items is not only about minmaxing your champion's potential, but also about adapting to the situation, Supports have no choice to make with their core item, unlike the junglers.
Therefore, I believe that the GP10 items need alternative final upgrades.
#Sight Seeing

Introduction of Sightstone brought an end to the era of Ward Bitch Healer archetype. Maybe you haven't witnessed that, but in the legendary CLG.EU vs WE game during Season 2 World Championship, in the 50th minute a support Janna had only 2000g worth of items: tier 1 boots and GP10-granting items Philospher's Stone and Heart of Gold - she has spent all the rest of her gold on dozens of wards (50 to 70, I believe).
It's much, much better now, but Sightstone is in a weird spot where it can't be too gold efficient, or everyone, starting with junglers, will pick it up and litter the map with wards. The possibility of buying Sightstone favours champions who can get away with it - for example Nunu, Elise, and Lee Sin - and hinders champions who need to spend their gold on combat statistics (like Kha'Zix, and there was one trying to purchase Sightstone in the latest round of EULCS Expansion Tournament). And the "supports are designed to use less gold" paradigm doesn't hold anymore, as with the introduction of GP10 items even the "true supports" like Janna and Sona received AP scalings on their utility.
The best way to expand this item would be giving it the same treatment that the jungle items had: introduce alternative gold efficient Sightstone upgrades that would offer different stats (health, mana, AP).
#Cool Down the CDR

Even though lowering CDR on Talisman from 20 to 10 mid-season 4 opened up the itemization a little bit, quite a few support items are underused because CDR and mana regen they grant becomes superfluous. Ardent Censer is a great example - even though it has a great synergy with Janna, Mikael's Crucible is so dominant that the supposedly cheap and efficient item sees almost no play - since Censer's mana regen gets overshadowed by the one from Crucible.
To be honest, I'm starting to believe that the problem is Mikael's Crucible itself. There is no choice to be made about this item - CC or no CC, it's a godsend for saving carries (which is the main job of supports) and it's also the best mana regen item in the game at the same time, lowering the gained value from items like Censer and allowing to get away with starting Spellthief's Edge and never upgrading it. I believe the best solution to make purchasing Crucible a meaningful choice would be making it the third Aegis upgrade. This way, you're getting team-wide defense (Locket), focused rescue (Mikaels) or strategical value (Banner) - and if you want heavy mana regeneration, you have to build specifically for it.
Other situational and theoretically usable item is Twin Shadows. Surprise surprise - AP supports will rather opt for real AP items, like Morellonomicon, Zhonya's Hourglass or Liandry's Torment - and if feeling lucky, Mejai's Soulstealer is a better option for heavy AP. Zeke's Herald is just a painful and unrewarding support item as it is for tanks (and even more so for mages).
All in all, the support items need to be either attractive enough to be worth rushing right after GP10 - so, on par with Locket and Mikaels - or meaningful enough to have a place in a lategame build - so, on par with the usual AP items used by midlaners (and therefore available to midlaners).
This section contains example solutions to the forementioned problem, so if you don't agree with my assessment, you can skip to the end. The solutions might be wrong, of course, and feel free to add your feedback.
#The Expanded GP10 Lines
There are two ways to design alternative final forms of GP10 items: by similarity (so the main stats are more or less the same) or by expansion, introducing a statistic far away from the core of the item line. Same goes about the costs: either we keep everything at the same price (2200g) or introduce two alternative pricing levels - for example, 1800 and 2200 gold. This way supports who are behind or looking towards other items could rush a cheaper GP10 upgrade. Stats, components and pricing aside, in the end it's all about the item effects. I guess the question here is: when do the current actives feel lackluster on supports supposedly made for the HP/regen/AP line?
Face of the Mountain feels weak when used on yourself, as the explosion damage is much higher when used on ADCs. You're gonna have a hard time being in range of ADC if you dive and disable the enemy carries instead of peeling for the ADC (Leona is a good example here). Two ideas I've come up with are Bracer upgrade (for frontline regen theme) and Raptor Cloak (for towerdive theme).
Targon's alternative upgrade - codename: Crescent Shield of the Lunari Build - similar:
+
, alternative:
+
- Option 1 - Active: Gain 20 armor and MR per enemy champion in the nearby area for 10 seconds.
- The "I'M GONNA DIVE YOU HARD" version. Preferrably building out of Raptor Cloak.
- Option 2 - Passive: Whenever a nearby enemy dies, restore 10% of missing health to all nearby allies.
- A slight rework of the previous one, requiring success to pay off. A "little bit" snowbally.
- Option 3 - Passive: Whenever a nearby ally dies, you gain 50% of their AD and AP for 10 seconds. If you avenge them, they get full gold for the kill.
- I had this initially in mind when naming the item after Diana's subfaction of Mt. Targon - becoming an avatar of vengeance.
- It's sad when your carry dies and you get left behind, with very low damage potential (think Braum, Leona, Alistar). Of course it means that you failed at your job, but still, this allows for some action instead of running around helpless awaiting your doom.
- Of couse this is pretty controversial - an item that could make people want to let their carries die - but I've figured the concept is interesting enough to be worth mentioning.
- Obviously limited to one ally getting the buff from one death, to prevent people from running multiple insteances of this item.
- Option 4 - Active: Challenge an enemy champion for 5 seconds. If they attack anyone but you, they deal 25% less damage.
- A soft taunt. "Hit me or you won't do that much damage". Effect would need to be visually readable (tether, for example).
Talisman is already the best active item of them all, so the alternative item needs to fill a very different niche. The only problem with this line is very low power in lane - the mana regen on Medallion got nerfed to half of that on Frostfang, and Ancient Coin is just laughably bad compared ot alternatives. This item line is supposed to be worse early and better late, but it could use a tiny buff, I think - Ancient Coin could get 5-10 MS, to solidify the item's identity as "utility>movement", and Medallion nerf should probably get reverted (why would Frostfang have twice as much mana regen as the utility-oriented item?).
Alternative upgrade: First, looking at components - the Tear concept is meant to preserve the "lategame" theme of the Shurimian line, which provides utility over combat statistics. Obviously the item would have enhanced effect after 750/750 transformation and some sort of mana-to-stat conversion. Possible candidates are health (like Singed's passive), health regen (like Strength of Spirit mastery) or resists. There's an option of using the Bracer here, especially if the Targons alternative upgrade builds out of Raptor Cloak.
Talisman's alternative upgrade - codename: Shurelya's Oasis Build - similar:
+
, alternative:
+
- Passive (Tear version): Gain bonus health equal to 20% of your maximum mana. (Or health regen. Or bonus resists. Something)
- Option 1 - Active: Restore 50% of missing mana to target ally. 60 second cooldown. Stacked Tear A: Restore 50% of missing mana to all nearby allies. 60 second cooldown. Stacked Tear B: Restore 25% of missing health and 50% of missing mana to target ally. 60 second cooldown.
- It's summoner spell Clarity in an item
- Could actually make a difference for the likes of Ezreal and Corki
- Option 2 - No Active Stacked Tear (Shurelya's Sandstorm) - Active: After a 2 seconds, summons a sandstorm in a target area that obscures vision of enemies inside it for 10 seconds.
- Think "Ascension" featured game mode
- Obviously needs some windup time, can't be instant, enemies need to react
- Enemies can see from the outside (so it works like Graves's Smokescreen)
- Best possible use: Obscure vision in dragon/baron pit while the enemy is doing it
- Seems just as OP as Talisman, all is well on the Rift ;)
Frost Queen's Claim is possibly the least attractive GP10 finisher. The Freljord line is best for early harass, but FQC doesn't satisfy champions who would prefer much heavier AP (like Annie) or don't need AP that much (most Jannas will sell this and buy Talisman).
After the 4.20 changes, the mana regen granted by Frostfang is actually lower than before until mid to lategame and it's actually better to leave Spellthief's Edge unfinished if you don't plan to upgrade it into FQC. I think Frostfang could have its AP increased to 10-20.
Frostfang's alternative upgrade - codename: Shard of the True Ice (I am so original) Build - similar:
+
, alternative:
+
- Option 1 - Active: Channel for up to 3 seconds, restoring 50% of your missing mana. You gain 100 armor and magic resistance for the duration of the channel.
- Can be used to restore mana, can be used as mini-Zhonyas
- CC an silences will break the channel, of course
- Option 2 - Active: Grant nearby allies +30 AP and 10% spellvamp for 10 seconds.
- Old WotA in an (active) item
- This effects can apply to both builds, doesn't have to have spellvamp normally
- Option 3 - Passive: Restore mana equal to 10% of damage dealt
- As long as you land the harass, you should restore some mana and keep the pain train going
- If scrapped and reused on more than one item, the mechanic could be called "Mana Leech"
All in all, the alternative items listed above are secondary to the main point of the project, which is:
#The Sightstones
The idea behind this particular expansion is quite simple and loosely based on the preseason jungle items. Here's the main concept:
- Four different Sightstone upgrades, each one gold efficient (stats are worth the full price):
- Types:
Ruby - health,
Sapphire - mana,
Emerald - regen,
Opal - AP - Final versions enhance your warding, by either:
- increasing the ward lifespan to 240 seconds
- increasing the number of stacks on Sightstone to 6
- allowing you to regain stacks without going back to base, for example whenever a ward is being destroyed nearby
- increasing the casting range (like Feral Flare)
- The stats and vision enhancement are balanced in one of the two following ways:
- Option 1 - Pick Your Enchantment: The upgraded Sightstones can be enchanted later on (level 9?) with selected vision enhancements.
- Option 2 - Two-Dimensional: The upgraded Sightstones are bundled with the vision enhancements - you need to find balance between desired efect and statistics (Something like Zhonya's Hourglass - sometimes it's not the armor you want the most, it's the stasis effect).
That's awesome and whatnot, but to make sure that the vision control is available for supports and grants good stats, but doesn't get abused by all other roles:
- Sightstone costs 400 gold and grants no stats whatsoever. It requires level 4 to purchase.
- Purchasing Sightstone and a Ruby Crystal has the exact same effect (you get wards and 150 health) as on Live.
- Stacking Sightstones is limited in one of the following ways (You can have Lee Sin using it to jump around, but it comes at a price):
- Option 1 - The original idea: one Sightstone per team, but that could probably result in junglers taking it and forcing supports to buy wards.
- Option 1a - Two Sightstones per team; in competitive it would make it a must-have for junglers, but least they won't lose gold efficiency on it
- Option 2 - Sightstone wards are limited per team (to 4?).
- Option 3 - This could also be solved by introducing a team-wide ward limit (5-7, counting trinkets or not).
- Option 4 - There's always an option of requiring a GP10 item to purchase a Sightstone.
Example batch of items (the Two-Dimensional version, where you balance between the stats and the effect):
|
Upgrade | Cost | Stats |
bonus |
bonus
|-|-|-|-
|
Ruby | 1100 | 400 health, | +60 s duration, | +2 health
|
Sapphire | 900 | 400 mana, | +2 Sightstone charges (6), | Gain vision of the area for 5 seconds whenever it dies
|
Emerald | 1000 | +100% health/mana regen, | Recharge on nearby ward kills, | Restore 1 health every 10 seconds
|
Opal | 1200 | +60 ability power, | +400 placement range (1000), | Reveal all Sight Wards in the range (even over walls)
This is obviously just an example. Perhaps it could even be possible to introduce the commonly mentioned "increase ward limit to 4" effect without it being broken and obscuring other choices.
If going for the "stats first, enchantment later" option, the pricing could differ - mana and regen are less combat-effective as HP and AP, so Sapphire and Emerald Sightstones could be cheaper than Ruby and Opal. And of course the enchantments would need to get their costs specified. Most people I've talked this over with preferred the two-step choices (first upgrades, then enchantments), but it might be easier to balance items with multiple power axes.
#Support Items
Last part would be rebalancing the secondary support items so that the likes of Ardent Censer and Zeke's Herald have their purpose, and Mikael's Crucible isn't a must-have on every single support without any competition.
As mentioned earlier, the best way to balance out Crucible would probably be removing the "You no longer get out of mana" component, as this makes the item uncontested in both saving carries and spamming built-in heals. One item shouldn't be #1 in both. An idea I've come up with is making Crucible an Aegis + Idol upgrade (in extreme version - just Aegis, without Idol). This preserves the "ADC protection" theme while presenting you with a meaningful choice - do you protect your whole team with Locket, or that one single target with Crucible? I'd also seriously consider removing the healing part of the active and reducing the cooldown to 90 seconds, especially if the alternative Medallion upgrade was to receive the heal.
Of course supports would need some compensation for the loss of Chalice, and here's where Censer gains value. I think the idea of Tear+Medallion upgrade is one thing to fix that, and another way would be rebalancing the whole mana and CDR itemization - but that probably wouldn't fit in this post and is a good material for the next episode of this project. Without any additional changes, though, that could actually make picking Censer a good idea, since you'd still make use of the mana regen.
Twin Shadows are in a weird spot where they're not good enough to be rushed, and not good enough to stay in a lategame build either. One way to move it into the "lategame" side of the spectrum would be increasing the MS gain to 10%, making this a "mage Zephyr" that could replace boots in some situations. Of course that would require increasing the price or lowering the AP to 60, and the %MS passive should probably become unique (not stacking with Censer and Lichbane).
As for Zeke's, this item needs to be redone. As it is it's neither a tank item, nor a damage item, nor a support item. If it's supposed to be a support item, the best way would be removing the Vampiric Scepter from the build and making the aura an active effect (shifting away from the "power without gameplay" problem). As a fighter item, it simply needs to be more slot-effective than that, for a higher price - it could work as a Brutalizer or Phage upgade.
There are some other issues like the lack of anti-AD itemization for supports when compared to anti-AP, but that's material for a separate discussion.
The idea behind forementioned CDR overhaul would be making all 20% CDR items build out of two 10% components and grant situational utility rather than power - current Morellonomicon is a great example for that. A few new ones would be needed, especially considering that the suggested alternative GP10 final items have no CDR whatsoever.
Rough sketch of an example changelog:
All current 20% CDR items but Morellonomicon are down to 10% CDR and 350g cheaper and/or receiving some sort of compensation for it.
Sample new 20% CDR items (exact stats to be adjusted, but all those items should be around 2000-2500g): Blackfrost Buckler: (Kindlegem + Glacial Shroud) - 10% reduced damage from enemies affected by crowd control Sanguine Orb: (Kindlegem + Fiendish Codex) - When out of mana, you can cast spells paying with your health Soul Shroud: (Kindlegem + Forbidden Idol) - 25% reduced death timer Chillwind Crown: (Glacial Shroud + Fiendish Codex) - Reduce the cooldowns of activable items by 20% Sage's Runestone: (Glacial Shroud + Forbidden Idol) - Increased experience earned by 10% Arcane Helix: (Kindlegem + Forbidden Idol + Fiendish Codex) - 30% CDR (this item does not need to exist) - Reduces the cost of all spells by 10% Basically - take two or three or all of those concepts, mix up, implement.
The idea is to make purchasing big CDR a conscious decision, and having the 20% CDR items less overpowering in terms of sttas and active effects.
#Discussion time
- Are you happy with the current support itemization?
- If so, what do you like about it, if not, what is your main problem with it?
- Do you feel like any of those changes are needed at all?
- Which concepts do you like, which are unnecessary, which are outright bad?
- Sightstones: Stat+effect bundle, or two-step cherrypicking?
- How do we get to the "MOAR SIGHTSTONES" state without the menace of junglers stealing the support warding glory?
Feel free to bash my complaints and concepts into the ground and present some better ones :)
+
, alternative: 
+
, alternative:
+
, alternative: 
, but solely for the reason that he can't go anywhere else (the
problem.) Plus in Smite, while Guan Yu isn't a designated support, and more of a fighter, he has a heal and a slow, and really all you need to do to get a character to support well is to be able to peel or tank for your carry and give them buffs/healing. I'd like to see some changes to possibly open up some more interesting support builds (and get flamed less for playing Gangplank support.)
get buyed soon after. The
to decrease the risk they won't get their cdr in time. If they entirely depend on finishing
,
, and
upgrade with sight enchants and let everyone play the vision game, which was the main reason for introducing trinkets and sightstone in the first place, wasn't it?