Support Quest rewards need to be rebranded

CoolKnightST·1/12/2018, 10:44:38 AM·3 votes·324 views

Let's be honnest, the lose of the support quest rewards is a step backwards in a lot of scenario's. Every quest reward allowed the support to use certain actions that reflect it's playstyle that where not possible before.

The item 3303 line quest rewards allowed supports to put themself into risky positions to aply their poke. This was highly noticable for champions like Zyra Sona in particularly. Useally ones the lane fase was over. It was very hard for poke supports to aply poke without getting themself bursted down first. With the quest reward they where allowed to play a little bit more fowards.

The item 3302 provide counterplay against poke. This promoting bodyblocking and frontlane behaviour since it was less likely they would be oneshotted.

The item 3301 promoted lategame hyper scaling. What basicly was a Janna passive made peeling and kiting much more smooth. Their was clearly a differents when the user was arround and what times he wasn't.


Despite it's situational use. Every quest reward had a very functional use in the game and I would like to see this reforged into items:

#ITEM A [ item 3108 + item 1026 ]

  • Cost: [900 + 850] + 750 = 2500
  • Stats: 80 Ability Power, 10% Cooldown Reduction
  • Unique Passive: Grants a charge every 10 seconds, up to 3 charges. Damaging spells and attacks against champions and buildings consume a charge, up to one per attack or cast. Consuming a charge deals them 20 bonus magic damage. For every stack you gain 50% bonus movement speed for 1 second (additional stacks extend duration) for each charge consumed.

#ITEM B [ item 3801 + item 3067 ]

  • Cost: [650 + 800] + 750 = 2300
  • Stats: 500 Health, 75% Base Health Regen, 10% Cooldown Reduction
  • Unique Passive: A permanent shield for 255 - 340 (based on level) health. The shield regenerates slowly when out-of-combat.

#ITEM C [ item 2053 + item 3114 ]

  • Cost: [900 + 800] + 600 = 2300
  • Stats: 60 Armor, 75% Base Health Regen, 75% Base Mana Regen, 10% Cooldown Reduction
  • Unique Passive: +10% Healing & Shielding Power
  • Unique Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near ally champions or structures. Haf of this movementspeed bonus is also granted to nearby allied champions (1250 range).

These items are no longer restricted to the support role only and can be purchased by other roles as a cheaper midgame powerspike.

2 Comments

You Disgust Me1/12/2018, 10:42:31 PM1 votes

To make things a bit easier, I'll do a gold efficiency analysis for you.

#Item A Gold Efficiency: -Ability Power: 80 x 21.75 = 1740 Gold -Cooldown Reduction: 10 x 26.6 = 266 Gold Total: 2006 Gold Your Cost: 2500 Gold This item is 80.24% gold efficient. It's passive needs to be worth 494 Gold to be gold efficient.


#Item B Gold Efficiency: -Health: 500 x 2.66 = 1330 Gold -Health Regen: 75 x 3 = 225 Gold -Cooldown Reduction: 10 x 26.6 = 266 Gold Total: 1821 Gold Your Cost: 2300 Gold This item is 79.17% gold efficient. It's passive needs to be worth 479 Gold to be gold efficient.


#Item C Gold Efficiency: -Armor: 60 x 20 = 1200 Gold -Health Regen: 75 x 3 = 225 Gold -Mana Regen: 75 x 5 = 375 Gold -Cooldown Reduction: 10 x 26.6 = 266 Gold -Healing/Shield Power: 10 x 35.416 = 354.16 Gold **Total: **2420.16 Gold Your Cost: 2300 Gold This item is 105.22% gold efficient without its passive.

In all honesty though, I see very little appeal to buying Item A. It seems to be missing something. Item B's passive is strong as hell for most top laners and would probably be a mandatory first buy rush (but depends on the Shield regen speed). Item C is the most cost efficient, but not very impactful compared to other Heal/Shielding items. Like Item A, I feel this item is missing something as well, but its stats or its price needs to be changed in terms of compensation.