Where Spellthief's established itself as the aggressive support item line, Ancient Coin and Relic Shield overlapped in rewarding more defensive, attrition-based playstyles. With the switch toward allowing ranged champions to use Relic Shield, we're retiring the Ancient Coin line.
Cost of starting support items increased.
The current cost of support items lets support players mitigate a pretty high amount of poke through potions, which makes trading feel more ineffective than we'd like.
Ancient Coin Relic Shield & Spellthief's Edge
COST : [350 gold] ⇒ 400 gold
TWISTED TREELINE These changes also apply on Twisted Treeline.
Bandit passive removed. Targon's passive gold increased. Frostfang's Tribute gold increased. Nomad's Medallion gold coin reward increased.
We're still seeing non-supports use gold items to ramp up their gold generation, and the key culprit here is the Bandit passive. We're removing it and adding more gold into the existing sources within each item line.
NOTE: we'd considered holding this change for 8.6, but data from the start of 8.5 shows that it's still quite necessary, so we're putting it in now.
All Support Items
BANDIT No longer grants gold when nearby enemy minions are killed by allies or when attacking enemy champions
Targon's Brace and Remnant of the Aspect
PASSIVE GOLD GENERATION :  ⇒ 4 gold per 10 seconds
Spellthief's Edge, Frostfang, and Eye of the Watchers
LOCKOUT The penalty for killing a minion or non-epic monster now pauses gold per 10 generation in addition to Tribute stack generation
QUEST COMPLETION Lockout clears upon quest completion, rather than upon upgrading to Remnant of the Watchers
SPELLTHIEF'S EDGE TRIBUTE GOLD : 10 gold (unchanged)
FROSTFANG & EYE OF THE WATCHERS TRIBUTE GOLD :  ⇒ 20 gold
Nomad's Medallion and Remnant of the Ascended
GOLD COIN REWARD :  ⇒ 45 gold
Now with extra movement speed!
Ancient Coin and its upgrades aren't doing as well as the other gold income items. In particular, they just don't offer much during the laning phase. Before, their quest reward was pulling some of that weight, but with that gone it needs something to make it worthwhile early on.
By the way, there's currently a bug where the gold gained from Ancient Coin's pickups is not being reflected in the tooltip which tracks how much gold the item has accrued, but you still have the gold.
MOVEMENT SPEED :  ⇒ 5
MOVEMENT SPEED :  ⇒ 10
Remnant of the Ascended
MOVEMENT SPEED :  ⇒ 10
Coins restore less mana.
Ancient Coin’s mana restore is meant to allow supports to use their abilities frequently, provided they’re willing to risk walking into the minion wave to pick up their coins. Odd as it sounds, Coin’s mana restore is so generous it’s disincentivizing supports from taking the intended risks. When blue coins are too potent, supports can afford to miss drops while still having enough mana to stay in lane. Why risk taking damage (let alone death) if you’re not even close to OOM?
In this regard, reducing Coin’s mana restore makes the cost of missing a drop higher, since Coin users will need to more consistently pick up their blue coins to stay in lane. That in turn makes it easier for opponents to force Coin users back to base, whether due to low health (they took damage while grabbing coins) or low mana (they didn’t grab their coins).
BLUE COIN REWARD : [10% (min. 15)] ⇒ 6% (min. 10) missing mana
Mana coins restore less mana.
We recently double-buffed the Ancient Coin line by increasing the gold and mana bonuses provided by coin drops, then reworking its quest reward the following patch. These changes left Coin too strong overall. We’re pulling back on the mana it provides so supports like Soraka and Sona aren’t able to keep their lane partners perpetually healthy.
MANA COIN REWARD : [15%] ⇒ 10% missing mana
Quest reward now grants movement speed to approaching allies instead of an early skill point.
While an early skill point was a unique and novel reward for Ancient Coin’s quest, it also didn’t line up well with what Coin’s core users want to do: guide their team into and out of fights (your Rakans, your Jannas). We’re replacing it with a more familiar effect that provides supports the means to serve as “GO HERE” guideposts for their teammates, giving them the edge when determining where a fight goes down.
REWARD : Favor upgrades into Emperor’s Favor and [you get an elixir that grants a bonus skill point] ⇒ nearby allies gain 8% movement speed when moving toward you
Coin rewards increased.
The Coin line is underperforming to a pretty significant degree. Hence, buffs.
GOLD COIN REWARD : [20gold] ⇒ 25 gold
MANA COIN REWARD : [8% missing mana] ⇒ 15% missing mana
Nomad's Medallion, Talisman of Ascension & Eye of the Oasis
GOLD COIN REWARD : [30 gold] ⇒ 40 gold
MANA COIN REWARD : [8% missing mana] ⇒ 15% missing mana
Just a few usability improvements to the coin drop mechanic.
PENNY PINCHING : Champions no longer pick up mana coins if they’re at full mana
LIMITED-TIME OFFER : Coins now have visual indicators when they’re about to expire
While the Targon’s and Spellthief’s lines encourage supports to play an active role in the laning phase (last-hitting/trading), Ancient Coin’s gameplay consists of “be in lane”. We want to make Ancient Coin’s rewards less consistently safe, allowing users more ways to show off skillful aggression while giving opponents more opportunity to punish mistakes.
WAHOO! : UNIQUE Favor: Nearby enemy minions killed by anyone other than Ancient Coin’s holder have a chance to drop either a gold or mana coin to picked up by the Coin user. (Think Thresh souls.) After one coin type has spawned, the next spawn is guaranteed to be the other type.
MAGNETISM : Coin pickup range scales moderately with champion attack range
GOLD COINS : 20 gold for Ancient Coin, increased to 30 gold for Nomad's Medallion, Talisman of Ascension, and Eye of the Oasis
MANA COINS : 8% of missing mana (minimum 15 mana)
LET’SA GO Ancient Coin and its upgrades now grant +2 gold per 10 seconds
Supports often lag behind the rest of their team in experience, denying them access to base stats and skill ranks. Ancient Coin’s new quest gives supports a boost to stay competitive in ability ranks, granting them a skill point when they complete it.
QUEST : Complete Ancient Coin’s quest by earning 650 gold through the Favor passive and upgrading to Nomad’s Medallion or higher (progress preserved through item upgrades)
YOUR EMPEROR HAS RETURNED : Favor is upgraded to Emperor’s Favor on quest completion, causing takedowns on enemy champions to spawn gold and mana coins
ABOVE AND BEYOND : On quest completion, gain an Elixir of Skill that instantly grants a skill point when consumed. (You still have a max of 18 skill points per game meaning you’ll finish leveling your abilities at level 17.) The elixir is automatically consumed if no inventory space is available.
Early cooldown reduction increased. Talisman of Ascension now builds out of Raptor’s Cloak instead of Forbidden Idol.
For an item that enables explosive initiation, Talisman of Ascension isn’t giving its users the tankiness they might need to survive contact with the enemy. Forbidden Idol as a component didn’t leave much room for defensive stats, so we’re replacing it with Raptor’s Cloak - a natural fit given its movement speed passive. Ancient Coin and Nomad’s Medallion are also struggling in lane, so granting them Talisman’s CDR a bit early should help them feel better.
COOLDOWN REDUCTION [0%] ⇒ 5%
probably worth a lot
TOTAL cost : [365 gold] ⇒ 350 gold
FAVOR GOLD GENERATION 3 gold when a nearby enemy minion dies : 4 gold when a nearby minion dies
- "Short story: Ancient Coin's in a pretty rough spot. Not only does it give less combat stats and less gold than its gold generating brethren (aka you give up a lot of lane presence and don't get much in return), but Righteous Glory has also gone and stolen Talisman's premier "push a button and run at them fast" item identity. We're not going to take away Righteous Glory's hard-earned... glory, but we're just bringing some parity to the playground while also giving some more "run at your fast" potential with that lower active cooldown."
- BONUS GOLD :
2 gold per nearby minion death ⇒ 3 gold per nearby minion death
- GOLD COLLECTION RANGE :
1100 ⇒ 1400
- (NEW) PASSIVE FAVOR:
Old Favor Passive ⇒ Being near a minion death without dealing the killing blow grants 2 Gold and 5 Health.
- HEALTH REGEN:
5 ⇒ 0
- MANA REGEN: +3 mana regeneration
- Costs 365 Gold
- +5 Health Regen per 5 seconds
- +3 Mana Regen per 5 seconds
- UNIQUE Passive - Favor: Being near a minion death without dealing the killing blow grants 2 Gold.