Would this be a good idea?
Yes and no.
This would bring back heavy roamers that were around in s2 (such as
Alistar) to just walk around and **** **** up with a low risk high reward scenario.
On a positive note, it's a decent concept and I like the idea.
Well, I had an idea to re class any champ that is COMMONLY played as a support (such as
Sona,
Lulu,
Janna, etc) and increase their GP10. I think it's like 1.6 gold generated per second, maybe increase that to 1.9 +/- or so? Idk.
This would bring back heavy roamers that were around in s2 (such as

On a positive note, it's a decent concept and I like the idea.
Well, I had an idea to re class any champ that is COMMONLY played as a support (such as



-NA- Veng Lmfao wrote:
Well, what happens if you actually want to play those champs in other places, such as AP Janna mid/top, AP Sona or On-hit Lulu? And let's not forget about AD Thresh.
I like it as a mastery better. If it's just stapled onto support champions, thats basically denying other champs from supporting because true supports are superior in their gold.
if its a mastery it would open up a broader range of unique supports that could actually function with more gold than the role currently provides.
if its a mastery it would open up a broader range of unique supports that could actually function with more gold than the role currently provides.
My way would lure people into playing "legit" supports.
Your way would lure people into playing unconventional supports.
If it was a mastery, it'd have to be deep in the tree. Would
Greed
still be available, because
Greed
increases your gold by 2, which is pretty solid.
What did you have in mind number wise? To me, the ability would have to be based off how much cs is captured and how much is lost.
Let's say there is 800 cs killed
So, maybe 800 / 100
=8 gold per 10 extra. 800 cs would be what, the 30 minute mark? Not really sure, depends on how well you're csing. This would open up a lot of completed items.
If they were to do this, it'd have to scale down extraordinarily for high elo players, as they won't be csing like silver players. Again, maybe a decay in gold regen?
Another flaw in this system would be is that the support isn't supposed to have a finished build. The whole point of being dedicated to a team, the ward sacrifice to the team, is that they play for the team, not themselves. If people were having so much more gold, people would start to think selfish and say "Nah, I'll buy more items" instead of warding.
Not really sure how this could work out viably.
Your way would lure people into playing unconventional supports.
If it was a mastery, it'd have to be deep in the tree. Would


What did you have in mind number wise? To me, the ability would have to be based off how much cs is captured and how much is lost.
Let's say there is 800 cs killed
So, maybe 800 / 100
=8 gold per 10 extra. 800 cs would be what, the 30 minute mark? Not really sure, depends on how well you're csing. This would open up a lot of completed items.
If they were to do this, it'd have to scale down extraordinarily for high elo players, as they won't be csing like silver players. Again, maybe a decay in gold regen?
Another flaw in this system would be is that the support isn't supposed to have a finished build. The whole point of being dedicated to a team, the ward sacrifice to the team, is that they play for the team, not themselves. If people were having so much more gold, people would start to think selfish and say "Nah, I'll buy more items" instead of warding.
Not really sure how this could work out viably.
That would be an extreme. Currently its a reverse extreme. Supports generally don't buy ANY items, they get a
Ruby Sightstone and boots, and pretty much all wards. I just wanna open up possibility to actually get a real item or two in your average 30 minute game.

Most supports in solo queue tend to pick up an item (or more) given the nature of solo queue.
Supports at the highest level of play specifically do not buy items because they allocate all available farm to the members of their coordinated team. The only way you could change this is by completely offsetting the natural balance of the game.
Supports at the highest level of play specifically do not buy items because they allocate all available farm to the members of their coordinated team. The only way you could change this is by completely offsetting the natural balance of the game.
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Imagine this; there's a new mastery in the utility tree, maybe in the first or second tier. It's easy enough to get early in your tree, and it's intended for supports and junglers./
What does this mastery do?
basically, it would increase your GP/10 generation higher the less CS you have at every minute interval of the game. I dont know what the exact math would have to be to make it fair, and Im not saying that supports/junglers should get as much as farming laners, but even a little bit more would help.
Thoughts? Suggestions? Math that would help?
please give me your thoughts!