Custom Mastery Pages - Grimoires.
#Grimoires
are custom Mastery Pages unlocked at levels 5,15 and 25.
They are supposed to offer a custom set of boni for specific play styles.
All in all they are actually supposed to be worse than 10,20,30 mastery points, but therefor offer unique aspects, unachievable by mastery points ; or boni which can only be achieved by offering points to a tree you otherwise don't need.
For example the Mage Grimoire might give a bit weaker version of the Offense Tree and a bit of the Defense Tree, but also give Mana and Increased durations on Buffs.
Or these Grimoires could also give buffs, that had been kept out of the league (for a good reason), like item interaction (reduced cost on the doran's items), attack range increasing, increased damage against Turrents, free items at the start of the game and anything else you can think up.
They are called Grimoires, because your 'Summoning Teacher' passed them on to you.
The six custom Grimoires would be Marksmen, Mages, Fighters, Supports, Tanks and Assasins in tiers I, II and III.
I could imagine there being 'unique' Grimoires, also unlocked at level 25, such as Beast (for junglers), Scapegoat (for tank supports) , Paladin (for hybrid bruisers) , Berserker (for HP-down -> Dmg-Up champions) , Spellblade (for hybrid damage dealers), Demolisher (for backdoor champions), Merchant (for item dependant champions) and anything else you can come up with.
I'd like to post an example page, but I'm scared I might screw up the balancing and kick this idea in the ice cream !!!.
Maybe you can post a page you'd think would fit this concept, or propose ways to improve it.
Thanks for reading :)
Edit : Here's an example page.
#Tier III Marksmen
(Has to be a bit weaker than 21 points in offense, and either 9 points in defense or 9 points in utility. Then it should have unique effects a marksman could need.)
- +6 Attack Damage
- +8% Armor Penetration
- +10% Attack speed
- Basic attacks against minions and monsters deal 1% of their missing health as bonus physical damage on-hit. [Max : 15 against monsters]
- +2% Lifesteal
- +2% Movementspeed
- Basic attacks reduce the effectiveness of slows by 10% for 2 seconds on-hit.
- +25 bonus attack range for melee-, +20 for ranged champions.
- Damage dealt to champions is increased by 5%.
- Killing a unit grants you +0,5 bonus maximum Health. [Max : 102 bonus Health]
#Tier III Tanks
(Has to be a bit weaker than 30 points in Defense and offer unique effects a tank could need.)
- +45 Health ; +135 Health at level 18.
- +4 Armor and 3 Magic resistance, increase by 1% per 1% Health missing.
- Convert 1% of your bonus health into bonus Armor and Magic Resistance.
- +10% Cooldown reduction at level 18.
- Receive 3 less damage from basic attacks and slow the attacker for 5%.
- +3% Movementspeed out of battle, reduced to +1,5% in battle.
- Receive a free Health Potion at level 1, potions last 10% longer.
- Dropping below 25% Health grants you a shield in hight of 10 (+1 per level) per nearby enemy champion (90 seconds cooldown).
- Champion Kills and Assists grant 15 bonus gold and heal you for 3% of your missing health and mana.
IMPORTANT
I've noticed a massive flaw in this concept ... >.>
The whole points of Grimoires are to enforce certain role type, whithout having the freedom of choice through mastery pages.
(Please answer this question for me)
But wouldn't making a lot of Grimoires offer multiple choices and therefor enforce unique role types again, negating it's own reason ?
So I mean there's a Grimoire for Marksmen, but your Marksman is more spell based, so you just take the mastery pages. But then there's a Grimoire for Fighters (who are spell based), so you can just take that !
tl;dr : Grimoires would have to be very well balanced to not make mastery pages useless right ? And the Grimoire for Fighters must not be better then the Mastery Page for Spell-based Marksmen playstyles.