Concept for a simple, effective support item-tree
So I think I have a pretty good idea that can settle things once and for all with support items.
The concept revolves around a single starter item that binds with an ally. The starter item has 3 build paths, and these items each have 2 build paths.
I feel like this is a good way to go about support items for a few reasons. With only one starter support item, all supports are going in with the same item advantage.
The first 3 options focus around the three major support themes: tank, heal, and utility
The 3 options each have 2 builds that tailor more specific concepts.
Vision: The support item utilizes vision as well.
Anyways, I hope you appreciated the "tldr" before I explain each item. And I apologize in advance if it's boring to read.
Starter Item Relic of Old Cost: 400 Gold Stats: +5% cooldown reduction
Unique Active: You bind with Target Ally. Once activated, this ability disappears. Unique Passive: Secrets of Mercantile- Units killed by bound ally generate stacks while you are within range. At 6 stacks you receive bonus Gold.
Build 1
Mountain Relic
Build: "Relic of Old" + "Control Ward" + "Ruby Crystal" + 125 Gold
Cost: 1.000 Gold, or 250 Gold to exchange
Stats: 200 Health, +5% cooldown reduction
Unique Passive: Secrets of Mercantile- (more gold) Unique Active: Ward of the Mountain- Holds 3 charges which refresh upon returning to base. Summons a ward that lasts for 120 seconds. Restore Health each second for every active ward (applies for Mountain Wards only).
Build 1, Path A

- more Health and CDR
- Better "Mercantile", 4 ward slots and much more Health each second per ward
Build 1, Path B

- Added Mana and Armor and CDR
- Better "Mercantile", 4 ward slots and more Health and Mana each second per ward
Build 2
Ocean Relic
Build: "Relic of Old" + "Control Ward" + "Sapphire Crystal" + 175 Gold
Cost: 1,000 Gold, or 250 Gold to exchange
Stats: 150 Mana, +5% cooldown reduction
Unique Passive: Secrets of Mercantile- (more gold) Unique Active: Ward of the Ocean- Holds 3 charges which refresh upon returning to base. Summons a ward that lasts for 120 seconds. Heals and Shields are more powerful for every active ward (applies for Ocean Wards only).
Build 2, Path A

- Added Mana Regen and CDR
- Better "Mercantile", 4 ward slots and great increase to Heals and Shields per ward
Build 2, Path B

- Added Ability Power and Movement Speed
- Better "Mercantile", 4 ward slots and increase to Heals and Shields; Heals and Shields grant Movement Speed per ward
Build 3
Desert Relic
Build: "Relic of Old" + "Control Ward" + "Faerie Charm" + "Rejuvenation Bead" +250 Gold
Cost: 1,000 Gold, or 250 Gold to exchange
Stats: 5% cooldown reduction, 75% base health regen, 50% base mana regen
Unique Passive: Secrets of Mercantile- (more gold) Unique Active: Ward of the Desert- Holds 3 charges which refresh upon returning to base. Summons a ward that lasts for 120 seconds. Casting abilities in range of bound ally charges bound ally's next attack, dealing extra burn damage for every active ward. (applies for Desert Wards only).
Build 3, Path A

- Added Ability Power, Mana Regen, and Health Regen
- Better "Mercantile", 4 ward slots and great increase to burn damage per ward
Build 3, Path B

- Added Attack Speed
- Better "Mercantile", 4 ward slots and increase to burn damage and Ally Attack Speed per ward