new masteries in the season 6 preseason pls

sWeixin VinLeous·9/2/2015, 5:11:47 AM·32 votes·48,585 views

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86 Comments

RiotMeddler9/2/2015, 8:16:39 AM31 votes

What in particular do you not like about the current masteries?

I'm with you there's room for improvement there, would love to hear people's thoughts on what issues they see though, rather than just assuming we're all thinking the same thing.

Kouga9/3/2015, 5:56:10 AM2 votes

You know, I recently played some Rek'Sai games, one in which I went with an Offensive based tree, another I used a Defensive mastery page. It actually had pretty tangible differences; the extra defenses/regen options from the Defense tree left me healthier and let me take an extra camp comfortably. I used the same Runes in both cases. However they definitely felt effective - Do More Damage, or Take Less Damage. Overall if these roles were pushed stronger I think they'd feel more effective.

Basically I think Runes should be persistent, basic stat changes. Masteries should be more situational/customized buffs. In addition to having situational changes, have mutually exclusive options. This can be done by limiting the overall points you have, or only being able to take 1 or 2 options out of 4 options for each 'level'. For example just off the top of my head

(Initiator - Basic attacks deal X additional damage to targets with 60% or more Max HP) Or (Executioner - Basic attacks deal X additional damage to targets with 40% or less Max HP)

However, make it so you can only have one or the other, both in the Offensive tree. Rather than having more binary "Put in these numbers to get the most damage" you have situational strengths. It also makes it more delineated from the Runes in that they would not have basic, flat stat buffs and so they'd occupy two distinct spaces.

Shénzhì9/2/2015, 5:58:32 PM2 votes

How about.... #No Masteries [because]

VVaRvvard11/10/2015, 2:50:47 AM1 votes

Each champion should have a unique, individual mastery page.

Kizuken11/11/2015, 1:39:39 PM1 votes

i hate the new masteries i hate them soo much [slayer-jinx-unamused]

teedddyy11/11/2015, 5:09:55 PM1 votes

I have no idea how to work them

N7Shurtugal11/12/2015, 4:05:47 AM1 votes

hello, Can any1 answer me this? so the sorcery mastery in ferocity applies the abilities and spells used by ad champs like rengar's, darius, renekton Q? or just ability and spells as in ability power for the ap champs only? and can any1 confirm the wind speaker's blessing from the cunning tree and runic armor from resolve affect's darius q heal? thanks!

Salha11/13/2015, 12:23:33 PM1 votes

how to find the new masteries to my champions ?

Calibretto99/2/2015, 2:56:51 PM1 votes

I honestly thing the masteries are pretty good. A bit of improvement here or there, sure, but that's true of everything. I think my biggest gripe is how enticing it still is as support to forego the full 21 in support and to go deep into the defense tree. It's right on the edge, just leaning in favor of defense, but I think a few more buffs to the support tree would push it over the edge towards going full support. I think the problem is is that the defense tree provides so much of what many supports need that you almost want to see tanky masteries in the support tree, similar to how CDR is both in the offense and support tree.

Freemium9/13/2015, 11:38:38 PM1 votes

I dont even know if this thread is relevant anymore, but ill take a shot at it.

What I would like to see in Masteries: I would like choices that tailor to my individual play style instead of required bonuses I have to access to play a champion. I already have runes for my bonus stats so having them in Masteries seems redundant and unnecessary. If you dont take the extra AP as a mage then you are already at a large disadvantage, and so on. I want Masteries that cater to my play style. Maybe I want my health pots to give me some mana back, maybe I want my health pots to give me less total health but have the health regen occur faster. These are the type of things I think you should include in Mastery selections. If I love to go all out and be crazy then I should take offensive, If I like to peel or be a safe player then Defensive is my choice. If I want to help my team or have extra things then I should go Support.

  1. Theory for Masteries First of all remove all the talents that apply a base power (AD, AP, AS, CDR, Pen, MS) (again, you get that from runes, why are there two options for this?)

You need to make the mastery choice cater to the player not the champion. An individual might play each champion differently but not every TF should play with 21/0/9 Masteries. I believe that if you approach masteries from the opposite direction you approach runes from you will find I happy balance. What follows are how I view what masteries should be, choices that enable the player to play a champion how he wants.

Offensive Talent Ideas: Adrenalin - Striking an enemy champion increases your movement speed while running towards that champion by 2/3.5/5%. Effect last 4 seconds.

Devastating Strikes - Landing an Auto-Attack on an enemy champion increases your armor penetration against that champion by 15% Landing a spell on an enemy champion increases your magic penetration against that champion by 15% (Math: This would increase your current armor pen by the percent. so having 10 Armor Pen would yield an extra 1.5 Armor Pen. Having Last Whisper attacking a target with 100 armor would generate an extra 5.25% (35% of 100 is 35, 35x1.15=40.25, 40.25-35=5.25)

Relentless Aggression - Landing a killing blow with a spell reduces the cool down of that spell by an additional 10%. Each additional enemy slain with the same spell reduces the cool down by an additional 2.5%. (Penta Kill with 1 spell reduces the cooldown by an additional 20%.)

Unstoppable Hate - Landing a killing blow increases the damage from your next spell by 6%, increasing in damage for each additional enemy killed by 1%. (Jinx kills 2 people with minigun and fires a rocket for an additional 7% damage).

Relentless Aggression and Unstoppable Hate are meant to illustrate 2 different types of offensive play with roughly the same idea. Your offensive, so go forth and kill everyone.

Defensive Talent Ideas Fleet Footed - Taking damage from an enemy champion increases movement speed by 2% for 2 seconds, stacks up to 3 times.

Stalwart - Any movement impairing effect you suffer reduces damage taken by 2% for the duration of the effect.

Into the Frey - Increases the damage of your next spell by 10% of damage taken, up to a maximum of 15% extra spell damage. The effect last for 5 seconds after taking damage. (If your Q can hit for 200 damage, you can increase the damage by 30, so taking 300 damage would grant you 30 extra damage on your next Q).

Against the Odds - Attacking an enemy champion grants you Armor equal to 5% of their Attack Damage and Magic Resist equal to 5% of their spell power. The effect lasts 3 seconds, can be refreshed, but cannot be applied to a different target until the buff has expired.

Tower Defender - While under an allied turret you regen 1% of max health and mana every 5 seconds, and gain 5% extra resistances.

Onward While under an enemy turret you increase all allied champions movement speed by 2% within a small area. You take 10% reduced damage from tower shots. The turret will prioritize you if you auto attack it while it is targeting another allied champion.

Utility Talent Ideas Swift Mind - Gaining a kill or assist reduces the remaining cooldown on your summoner spells by 10%. (if you have 200 seconds left, then the cooldown is reduced by 20 sec., if you have 100 sec. left then the cooldown is reduced by 10 sec.)

Powerful Resurgence Gaining a kill or assist reduces the cooldown on all active items by 20% of the remaining time.

Scout Placing a ward grants +25 move speed for 3 seconds and reduces the cooldown of your trinket by 10%.

Seeker Clearing an enemy ward reduces the cooldown of your trinket by 20% and grants temporary vision in that area for 5 seconds.

Scavenger Gain 1 gold every time an enemy minion dies to an allied champion (including yourself).

Leaders Rally lvl1. Minions deal 5% additional damage to any target attacking the player. lvl6. Minions deal 5% extra damage to turrets the player is attacking. lvl12. Attacking an enemy champion will cause all minions in a small radius to focus the champion.

All of these are basic ideas not fully fleshed out but I hope that they illustrate my point. Masteries should be meaningful to the player not the champion. If I want to play Graves with a little more utility and vision control it should not impair my ability to adc. If I like the be aggressive as hell on thresh it should not hamper my ability to support. Runes should designate base stats, and Masteries should designate play style.

Thank you for reading