Ideas for new mastery trees / keystones
So we've all seen the arguments about keystones, but I'm curious if anyone has any ideas on how they could be improved.
For reference, here are all the masteries and here are the keystones:
Ferocity: Warlord's Bloodlust
> Basic attacks on enemy champions gain increasingly more life steal based on your missing health, granting 0.06% - 20% (based on Missing health) bonus life steal. The life steal against minions is 50% as effective for melee champions and 25% as effective for ranged champions, granting 0.03% - 10% (based on Missing health) and 0.02% - 5% (based on Missing health) bonus life steal respectively. > > The amount of life steal gained caps-out at 80% missing health, but does not scale linearly. > > 10% missing health: ~1% > 50% missing health: ~9% > 80% missing health: 20% > > Does not work against monsters.
Fervor of Battle
> > You gain stacks of Fervor for 6 seconds whenever you damage an enemy champion, stacking up to 8 stacks, based on the type: > > 1 stack for ranged basic attacks. > 2 stacks for melee basic attacks. > 1 stack for ability damage. > > Each stack of Fervor adds 0.90 - 13.99 (based on level) bonus physical damage on-hit against champions for a maximum damage of 7.2 - 111.92 (based on level). > Cooldown > 2 seconds
Deathfire Touch
> Dealing ability damage to enemy champions applies a bleed, dealing 1 (+ 3.125% AP) (+ 7.5% bonus AD) magic damage every half-second for a duration based on their type. > > Single Target: 4 seconds for a total of 8 (+ 25% AP) (+ 60% bonus AD) magic damage. > Area of effect: 2 seconds for a total of 4 (+ 12.5% AP) (+ 30% bonus AD) magic damage. > Damage over time: 1 second for a total of 2 (+ 6.25% AP) (+ 15% bonus AD) magic damage.
Cunning:
Stormraider's Surge
> Dealing 30% of a champion's maximum health within 2.5 seconds grants you 40% bonus movement speed and 75% slow resist for 3 seconds. > Cooldown > 10 seconds >
Thunderlord's Decree
> Hitting an enemy champion with an ability (ability damage) or basic attack (on-hit) marks them with Thunderlord's Decree for 3 seconds. At 3 stacks, the target is dealt 10 - 180 (based on level) + (30% bonus AD) + (10% AP) magic damage in an area around them. Thunderlord's Decree can only be triggered once every 25 - 15 (based on level) seconds. > > Persistent area of effects, such as Fiddlesticks Crowstorm and Morgana's Tormented Soil, hit with each application of damage. > Applied damage over time effects, like Fiddlestick's Drain or Swain's Torment, only hit once.
Windspeaker's Blessing
> Your heals and shields are 10% stronger. Additionally, heals and shields on allies increase your target's armor by 5 - 22 (based on level) and magic resistance by 2.5 - 11 (based on level) for 3 seconds.
Resolve:
Grasp of the Undying
> After being in combat for 4 seconds, your next attack against an enemy champion deals magic damage and heals you for an amount. > > Melee role Melee champions: deals 3% of your maximum health and heals for 1.5% of your maximum health. > Ranged role Ranged champions: deals 1.5% of your maximum health and heals for 0.75% of your maximum health.
Strength of the Ages
> You can stack up to 300 permanent health by killing or being nearby when an allied champion kills a large monster or siege minion: > > +20 permanent health for each siege minion. > +10 permanent health for each large or epic monster. > > After reaching the maximum bonus, killing or being nearby to further siege minion or large monster takedowns restore 6% of your maximum health.
Bond of Stone
> Grants 4% reduced damage. In addition to that, 6% of the damage that allied champions would take from enemy champions is dealt to you instead (cannot reduce you below 5% health).
There is the argument to get rid of masteries/runes but I think it's a great idea and a great way to allow players to customize champions to their play style. Yes it makes things harder but that's the point, the game shouldn't be easy for everyone just for the sake of being easy.
That being said the keystones aren't all equal and I think they could use some real tweaks.
So really, what is good/bad about each of the keystones, and what could be added/changed to improve on it?
> Warlord's Bloodlust (Keystone) > Fervor of Battle (Keystone) > Deathfire Touch (Keystone) > > Stormraider's Surge (Keystone) > Thunderlord's Decree (Keystone) > Windspeaker's Blessing (Keystone) > > Grasp of the Undying (Keystone) > Strength of the Ages (Keystone) > Bond of Stone (Keystone)
My thoughts:
-
Warlord's Bloodlust (Keystone):
Good I think, seems useful in some situations but doesn't directly turn the tide, maybe minor adjustment, but I like the idea.
-
Fervor of Battle (Keystone):
This keystone seems a bit too strong to me. I think a better alternative would be each stack of Fervor increases attack speed or something similar rather than damage on hit increasing. This keystone can change the outcome of a fight too easily, the keystones should give smaller advantages than that.
-
Deathfire Touch (Keystone):
I love this keystone, but again it's a little strong. I think moving away from any keystone that does increased damage would be better. I will admit though this mastery doesn't seem to be too much of a game changer so it would be fine as is.
-
Stormraider's Surge (Keystone):
I don't use this one, so can't say much about it.
-
Thunderlord's Decree (Keystone):
The power on this is a little too high, really. This keystone can do more damage than some of the champion's abilities sometimes and can just change a fight too much. It's not something constant but it's still a pretty high amount of damage. This keystone can be flat out replaced because there is no keystone that gives increased AP or spell vamp the way that the Ferocity tree has for AD and Lifesteal. Not sure what a good alternative would be though.
-
Windspeaker's Blessing (Keystone):
This one is pretty good, it gives a small edge but nothing game changing. I think it's a good place for a keystone.
-
Grasp of the Undying (Keystone):
So this keystone seems like a great idea but just falls short of where it should be. It's under the tanky skill tree but it's meant to do damage which isn't what I would be aiming for after building that far into resolve. (and every 4 seconds in combat these days isn't very much, so this is only about once or twice per fight at most)
-
Strength of the Ages (Keystone):
Not sure how great this one is, but I think it's good for tank jungling at least. Maybe someone will have an idea on if it could be improved at all.
-
Bond of Stone (Keystone):
I like the idea of this one but it's difficult to really see how much it works, especially without being able to see any stat for damage redirected or damage shielded/absorbed or anything like that. If someone has some input on how good this one really is I'd love to see something on it.
What do you think?