Support Itemization Question, Idea and Discussion
Hi. I'm Blessed Death and I'm a support main. I've been around for a while and have seen the support meta/itemization shift around a lot. I have always had a question/idea about support itemization and income that I have been wanting to ask.
Allow me to preface it though. I know that support items are generally cheap because support income is generally lower then all of the other roles. I know that sometimes it can be difficult to create items for the support role because they can be(and generally are) abused by the other roles because of the fact that they tend to be cheap. So you end up with this conundrum of how to you create really good and interesting items without having them abused by the other roles? This is not to knock the current items in the game. I do feel that Riot has done a decent job with some of items, but at the same time, they have also had to hit some items because of the abuse. They've also had to hit some of the passive gold gain or gold generation mechanics because of abuse. But the question still remains, how do you create strong items for a role that generally has a lower income than the other roles and it from possibly getting abused?
Well, what if the item didn't need to be cheap in the first place?
Here's where my question comes into play. My question is, would it be a good idea to add a mechanic to the support starter items where they receive the same amount of gold that their ally receives when their ally kills a minion?
And here's my idea. The mechanic that I have in mind, could work one of two different ways. One way it could work is that if you are in lane and near an ally and the ally kills a minion, you receive the same amount of gold for the minion kill that they receive. The distance could be same distance used by
.
The other way that it could work, could be where you have to bind to an ally, like you would with Zeke's or Knight's Vow, instead of just being near an Ally. The bind effect would have a cool down.
The support champ would be able to roam and still receive income from their other lane mates but if using the 2nd iteration of the idea, would require that they have to play around a cool down to still receive gold if they move to another lane.
The starter items could still retain their quest and functions so that they can evolve into ward vending machines up on completion. They would instead use this mechanic to generate income instead of their current gold generating mechanics. The quest could have the gold requirement increased or have the determining factor changed. For instance, Relic shield could be changed to number of minions killed instead of 500 gold. Frostfang's quest could be adjusted to complete after you reach a certain amount of times you have damage an enemy champion. Nomad's Medallion could be changed to still collect coins, but reach a certain amount of coins instead. Coins could also be adjusted to still provide mana and possibly add a coin that provides hp.
With more income in the support role, new items could be created without having to worry about about tuning for a lower cost and you wouldn't have to worry about abuse from the other roles because the cost would be inline with they currently have to pay for regular items.
Another benefit of the increase in income is that more of the store opens up to the support role as they would not be have to purchase only low cost items. The support role would still be required to the pay the "Support Tax." Meaning that they will still need to keep 1 to 2 item slots designated to warding, but they will have the ability to build stronger items. This could mean an increase in different play styles and possibly an increase in champion diversity in the role.
That's the jist of it. Still working it out, but that's what I have as something that could help the support role and help with the creation of items for the role.
should be in their line of work, allow to provide small stuff while using their kit to stop them from attacking the Carry. Even though
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, then the heals can be back to it original amount, that way they will suffer that early game sustain they want for instead a mid game sustain that wont benefit them since they only provide heals and shield
who use their scary ult to make them a valuable teammate, of course the quest will relate to their damage core and CC core since some champions like
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who cant buff their allies in any shape or form, a lot of times they can even take kills for them self due to the power of their kits not the items they build upon. When it comes to it, they are active as it is, they also can gain gold when they are finish with their quest, meaning they won't need a quest since they are active in farming, damaging the enemy team and destroying wards. they can get plenty of gold, and in my opinion they are the most balance so far. their downfall is that they need the gold to get the powerhouse items they need to be like another mid lane mage. Quick side note that some champions like Morgana can build other items due to their kit, and it should be fine since they are focus on being a support-like champions.
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should be base on the base core of what they do, doing some damage and a good amount of buffs and heals ({damage:heal} should be like {3:7} ratio) and therefore should be set up with quest according, they also do some warding set up and clearing like any other supports should, BUT stuff like those should benefit Wardens. so they wont have such stuff like those.