User blog comment:Lukeatlook/Pyro's Item Overhaul 5 - Supports and the CDR Overload/@comment-5266525-20140719194404/@comment-1330314-20140720070057

"Large-scale changes" would be an understatement if you were required to rebalance every champion ability (i.e. hundreds and hundreds of abilities) around this new CDR cap. If this were somehow a critical issue, then maybe it would be worth doing, but the other problem is: would it be worth it? Is there really a need for a greater CDR limit in the game? Is increasing the CDR cap even desirable? I mean, this would affect not only champions heavily based on CDR, but also those who rarely build the stat at all, if ever, which isn't something you'd want. On top of that, this would put a greater limit on the abilites Riot could design in the future.

The issue of greater differentiation between supports and other roles is sort of moot, too: supports currently only have one or two free slots for non-CDR items after the mandatory boots + + gold gen item + additional CDR item(s) purchases, and increasing the cap would just force them to dedicate their entire build to cooldown reduction, when you could just as easily differentiate them from other roles by adding new and interesting support-oriented items (e.g. ), or simply by giving them more unique gameplay. Even now, a support maxed out on cooldown reduction is going to build and play differently to a mage or a bruiser with full cooldown reduction, even if you're playing a magey or tanky support.