gp10 and its effect on the game
Before I start getting down votes and people saying that I don't know what I am talking about I would like to state that I am a casual player and have been playing since right at the end of season 1. I am not pro nor do I spend every moment on the game but this input is something I have been looking at since Season 3 ended.
I used to main support and when I saw that RIOT was making changes to the gold for supports I really thought I would go back to maining support, but I found that the changes made were more toxic than anything. I agree that the way that support gold used to work was toxic but I believe they didn't get rid of the parts that they needed to in order to remove this toxic feeling.
I want to first start this discussion by evaluating gold income for supports.
Runes; With runes a support can earn 5.25 gold per 10 seconds.
Masteries; With masteries a support can earn 1.5 gold per 10 seconds they can also earn 1 gold per minion they can also earn 3 gold for hitting an enemy champion (ranged) or they can earn bonus 15 gold for assisting in a kill they can get 40 starting gold
Items; Ancient Coin provides 2 gold for being near a minion death Nomad's Medallion provides 2 gold per 10 and 4 gold for being near a minion death Spellthief's Edge provides 2 gold per 10 and 4 gold for using a basic attack on an enemy Frostfang provides 4 gold per 10 and 8 gold for using a basic attack on an enemy Relic Shield provides money for killing a minion every 30 seconds Targon's Brace provides money for killing a minion every 30 seconds
The main problem that I find with these support bonuses is that many of them provide free gold. The runes, you can earn 1417.5 gold for free during a standard 45 minute match. The masteries, you can earn 405 free gold during a standard 45 minute match, plus 630 for standing near minion deaths during a standard 45 minute match. The items, you can earn 1260+540 free gold for being near minion deaths with ancient coin (assuming not upgrading at near 5 min) or 2240+540 free gold if you upgrade at 5 min. This gold doesn't seem much on its own but when you combine it you are looking at 5232 free gold for being near minions and not doing anything. This is all free gold that requires no skill or effort go gain. This is between 1/4 and 1/2 the gold that a champion would earn depending on level of play.
Free gold is toxic gold, the other roles and lanes all have to actually work for the money they get but supports get it for standing near minions, doing nothing. This is toxic for the game and doesn't provide incentive to learn or try. This is what I mean by the new items being toxic.
I also want to comment on the items that supports have now, starting with the one that I think provides the most play, Relic Shield. With this item a person can actually provide for the ADC by bringing them a slight amount more gold every so often, but mainly because it is a heal for our non healing supports. This actually provides utility AND play/counterplay. Second is the Spellthief's Edge. This item does have some play/counterplay attached to it but not enough to make it not toxic. This item with the gp10 and 10 second cooldown actually encourages the hit and go hide tactics, which isn't conducive to most play. Why would I stay and do anything if I can earn more gold by sitting under my turret and every 10 seconds when you poke your head out I hit you. The single most toxic of the items though is the Ancient Coin. You don't have to do anything at all when you have this coin. You can sit in the brush and hide the entire laning phase and do nothing yet still pick up the amount of gold an ADC would who is constantly checking and using their abilities to farm and counter poke.
My proposal, Remove any and ALL gp10 effects. They are not required and are completely TOXIC. Instead implement gold income that is conducive to the style of play that you need to have as a support.
Reward players for healing allies, buffing allies, or ccing enemies. They are not damage based and their rewards shouldn't be based on whether they AA an enemy, they should be based on whether they give their ally that heal they were needing, or ccing the enemy who extended a little too far.
Items that promote exchanges shouldn't be based on AA's and shouldn't be on a timer. When exchanging with an opponent a support wants to try to drop 2-3 abilities on their opponent so give them 1-3 gold for each ability.
Trinket use is something a support should be a master of, so reward them for each time they send their trinket on CD (or it coming off cd). This may cause them to spam it everytime its up but atleast they are being used instead of having it and at the 30 minute mark thinking "well crap, I could have warded that brush some time ago".
GP10 isn't needed or helpful, FREE gold is "toxic and has no counter play" as I commonly see RIOT stating when they need to work on something.
TL;DR GP10=bad, fix it.
Would like a red here because I spent a lot of time thinking about this and working on this information.
, the support has probably enough money for a
, and maybe
. By the time his teammates have fullbuilds, the support will have probably 2-3 items. They need the income. If a support decides to go full GP10, then they are as squishy as Sona Bot. They will die in 5 hits and will not get the full use of those runes. I feel as though these changes make supports shine.