User blog comment:Healingmantra/New attribute for supports/@comment-25281296-20161206160938

The part of cooldown reduction being tied to most of support items is true, as is the fact that they benefit from that stat gratly. But it isn't true that their abilities scale with cooldown reduction.

If you do build cooldown reduction, you don't increase the power/efficiency of your abilities. You just increase the frequency in which you cast spells. This might be right, that it will increase their DPS, HPS, SPS, CPS, UPS, but it still is not increasing their power. 2 shields with 100 health do not equal to 1 shield with 200 health, and, as for me, 200 shield/10 seconds > 100 shield/5 seconds (the same goes with damage - it's better to kill enemy in 1 second and wait 10 seconds to be able to do it again than take half their health in 1 second and wait 5 seconds to be able to kille them, since with the further situation, they have time to do something, where in the first case they don't have time to do anything).

@Willbachbakal, 16 hours earlier: If displayed, this could also help. But still, I prefer the flat one version (as you've written, this could make something like early supports, who do not scale that well and something like late supports, who would scale very well). Plus, since Ability Power is a flat attribute, people would easily get used to flat spirit scaling (whether would it be separate stat or mana regen or health regen or whatever else). About regen: As I've written, health regen would be also changed to some sort of Vitality, that would increase self-sustain, and eventually self-utility. Also, healing regen, as for me, is more dedicated to tanks than supports, as this affects their survivability, while mana regen allows for more frequent casting of spells, which is the role of supports.