@Xypherous How to Solve the Support CDR Crunch
Currently on live, supports are having the problem of building more than 1-2 support items past their core one, due to the overabundance of CDR forcing supports to waste gold or build more conventional items. Supports that go 9/0/21 generally end up with 10% CDR to start, and an additional 10%-20% from
/
/
, causing them to cap out if they get something like
for the mana regen. This is forcing out other items like
,
, and
, due to overcapping. My proposed solution to this problem:
/
:
10% Cooldown Reduction -> REMOVED
20% Cooldown Reduction -> 10%
/
/
: (New) Unique Passive - Time Warp: +10% Maximum Cooldown Reduction
Adjust prices accordingly.
What this does: Allows supports to build 20% more CDR, mostly eliminating CDR worries and opening up more viable support builds. It also makes supports scale better utility-wise into late game, though some abilities might need cooldown adjustments if they get too much more powerful. The fact that the Time Warp passive is solely on support items means that other lanes would have to buy a not very stat and slot-inefficient item in order to make use of the extra CDR, and junglers really can't use it at all.