Ideas for more rewarding support items

Glamorous Rammus·1/28/2019, 4:49:21 AM·1 votes·1,233 views

CURRENT ISSUE Gold Income is unbalanced among the 3 options. At the current state, Ancient Coin builds yield the highest income and grant wards earlier than their counterparts. Second place goes to the Spellthief's builds that nice AP supports like Lux can stack real quick. And then there's Relic's builds which rely completely upon the minion being slain, and then the grueling wait between waves if you miss the Siege minion because A: you're melee and B: Nami is getting those Ebbs and Flows and stacking gold and harassing you from taking that nice siege minion- and the amount of Health lost trying to secure the kill is more than the amount of Health restored for the kill. A lot of players are opting to take Ancient Coin over Relic Shield when playing champions like Alistar or Leona simply because it rewards the "back and forth" open and close tactics that tanks naturally employ while stacking the gold to get those early wards and restoring some mana to keep the kit rolling. It seem Relic Shield just falls off.

HOW TO APPROACH I think the best way to approach the current state of support items is to scratch them altogether, and rebuild them from the ground up. Gold income needs to remain consistent across the options, and their needs to be stronger build customizations to give each support their own feel.

BASIC IDEA Essentially, in order to create equality among the Support items, I think all builds should branch off a single starter item. Supports will begin by buying the same starter support item, specially designed to work for all supports equally. From this single item, there should be the 3 support core themes to build from: AP, Utility, and Tank. From the secondary items, each should have 2 build options.

YOUR OPINIONS MATTER! This is just a basic throw-together, but once you investigate what I'm doing maybe you'll see a better way to go about certain things!

STARTER ITEM Support Relic Cost: 450 +1 Gold per 10 seconds Active: Bind to Ally: (once activated, this effect can not be activated again) While within range of bound ally, gain 5 Gold for every minion killed by bound ally (killing a minion places this effect of a 7 second cooldown, stacking up to 5 times).

2ND TIER Second Tier amps the stats and gives a unique warding active

AP SUPPORT OPTION item 3303 +Ability Power +Mana +2 Gold per 10 seconds +15 gold per minion killed by bound ally (7sec. rule applies). Warding: Holds 2 standard wards Static Ward: After spending all wards, a special ward can be placed, another special ward can not be placed for at least 200 seconds; Static Ward emits electric shocks every 3 seconds dealing damage to nearby enemies based on AP of user, deals AP burst damage upon destruction or expiration.

UTILITY SUPPORT OPTION item 3301 +Cooldown +Mana Regen +2 Gold per 10 seconds +15 gold per minion killed by bound ally (7sec. rule applies). Warding: Holds 2 standard wards Time Ward: After spending all wards, a special ward can be placed, another special ward can not be placed for at least 200 seconds; Time Ward creates a small zone visible to allies, while inside the zone Champion and Bound ally have "Recall" replaced with "Timely Escape" (essentially a recall with a reduced cast time) and they gain Cooldown Reduction to their abilities.

TANK SUPPORT OPTION item 3302 +Health +Health Regen +2 Gold per 10 seconds +15 gold per minion killed by bound ally (7sec. rule applies). Warding: Holds 2 standard wards Temple Ward: After spending all wards, a special ward can be placed, another special ward can not be placed for at least 200 seconds; Temple Ward creates a small zone that shines every 10 seconds, healing nearby Allies based on Maximum Health of user.

3RD TIER Third Tier is about enhancing the bond between the Support and its promised ally, and giving the Support better solo survivability.

AP 1 More Mana, More AP Diamond Bond: Basic Attacks charge enemies, Bond Ally's attacks against charged enemies deal bonus AP damage.

AP 2 Mana, AP, CDR Platinum Bond: Basic Attacks chill enemies, Bond Ally's attacks against chilled enemies slow them greatly.

UTIL. 1 More CD, More Mana Regen Gold Bond: Champion and Bound Ally's basic attacks and abilities burn their targets.

UTIL. 2 CD, Mana Regen, Health Silver Bond: Champion and Bound Ally gain Move Speed and Attack Speed while within range.

TANK 1 More Health, More Health Regen Bronze Bond: Increased Healing and Health Regen

TANK 2 Health. Health Regen, Armor, MR Iron Bond: Reduced Damage from all sources

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