Talk:VPBE/@comment-1330314-20151102154123

With the new Cull item finally solving the problem of gold generation (i.e. not knowing when's the good time for it to stop), wouldn't it be possible to have a similar effect on the support items? An issue with them is that a lot of the late-game power in those items tends to be cut back because of the perma-gold gen (e.g. FotM having mediocre health, FQC having mediocre AP, and ToA just offering regen), which eventually leads to an issue where, if a support ever reaches a full build, they'd always be tempted to sell their support item for something more slot efficient. If the gold gen bonus consumed itself once a certain amount of gold was reached via the relevant passive to offer a better effect (e.g. FotM regaining its health ratio, FQC's damage gaining an AP ratio, ToA regaining its movement speed) or more stats, supports would end up with a properly slot-efficient item in the late game without directly accessing too much immediate power upon upgrading.