Talk:Ardent Censer/@comment-5593561-20140607111358/@comment-6281696-20140608222638

The point was that heimers turrets actually reveal an area (at least while active) the traps only work if someone steps on them. I wouldn't count them as wards, and an ability that only works as a ward I wouldn't say is sufficient to be a support. Obviously the turrets fullfill another function, but that'd be the minion before Id even consider it an ability to ward (when place correctly You could probably use them to ward the river in bot and keep them active)

I know how to counter them. The issue is that its not very satisfying. Winning usually just feels like trouncing idiots, losing in virtually every case doesn't feel like they were better but just had loads of damage to which I can't actually respond due to frequency/range/numbers. I haven't lost a single lane in S4, as support, where I can actually say I've been defeated by a superior opponent, or even an equal one because of that. And the same goes for winning, just trouncing of people that relied on superior damage but had no actual skill (e.g. bad positioning). S4 in general has felt rather awefull in that respect.

As for the tanky (support) items, they are rather sub-part. You have nothing on par with say sheen that adds an entire new mechanic which increases the effectivity of a champions kit massivly just on its own. Targons embrace has a nice shield, but until the final upgrade it can't even compare to the blue one in terms of utility. The yellow one has abysmall stats during a fight. Thornmails passive doesn't kick in until the item is complete & the passive is surprisingly weak (it seems as if people never took into account everyone has MR.. against bruisers it's effectivly useless). And this kind of goes for everything, lacking numbers, lacking mechanics, mechanics not kicking in until the item's complete, relative expensiveness (especially for supports compared to the mage support items)