User blog comment:Care Level/Itemization Holes/@comment-5761259-20130825054736

Armor pen is such a great early stat, yet flat pen falls off late game. It would make people like Riven capable of wrecking you with just tier two boots, which is not a good thing. There is a reason there aren't armor pen boots, it's just too strong.

As for the rapier, there is an itemization hole around high AD items, and I do really like the increased damage vs decreased AS, but the item would be too strong. Zed say could have like 50% bonus AD while this is active at lvl 18. 25% is already a lot, and even on someone like Riven who has around 400 AD, assuming the item gives 25% bonus, that's another 100 AD off a passive. If it were a flat bonus, say a 20 AD to a 40% AS reduction, that would be more acceptable.

The purse gold consumption, no, it's illogical. The flask is designed to let you stay in lane longer, ie, generate more gold. Having it upgrade into something that consumes gold in order to use doesn't make sense.

As for the sight stone stuff, the diamond is good, and IMO very necessary. Supports spend all game buying wards, sometimes having so few items that they get 1 shot by fed mids. I think it should build with a cloth or nul to provide a bit of defensive stats, and even make it viable for top laners who can use wards to escape like Lee, Kat, or Jax. It should have a decently expensive upgrade cost though to compensate for how useful the item would become. Supports really don't need a damage itemization. Sometimes a Raka will get a deathcap or DFG last item in really long games, but you don't want supports to support the ADC and be able to deal more than a couple hundred damage to the attacking bruiser at the same time.

I don't think the thief's glove has a viable place; the mastery doesn't generate very much gold and isn't supposed to. It's just there to encourage and agressive support style.

The cleansing posion should be a tenacity bonus if there at all. Why even buy a QSS when you can just keep one of those in your inventory most of the game. The ward idea is nice, but the point of those early invade/skirmishes is that they are supposed to be a risk, and part of that is wasting gold on a ward that won't even reveal the jungler's path for a minute.

Hope my suggestions help.