#feedback for riot
first i will outline the problems and to avoid being nothing but whiny i will propose a possible solution.
the season 6 masteries on pbe have some pretty severe flaws. i am not talking about the balancing of the numbers as that is obviously subject to change at any point in time. i am talking about how their setup is designed.
while it is easy to see how the previous 21/9/0 and 21/0/9 masteries translate well into 18/0/12 and 18/12/0 with some really good improvements in that department most playstyles and builds that did NOT fall into some standard pattern (like 0/15/15 or 9/14/7 or whatever you got) are completely gone and you get forced into some unspecific cookiecutter setup instead. the lack of 0/30/0 style setups is especially bad. even if you try to argue with something like "there are damage masteries in the cunning tree and not only in ferocity" there is still no way to put all your points into one type. and damage is even the best in that regard. you cant even put more than 18 points into defensive or utility masteries, let alone all 30.
so not only is it basically impossible to get a setup customised to how you want to play because you HAVE to put 18 points into one tree(otherwise you lose out on an inacceptable amount of power) but this also leads to situations where you are forced to put points into masteries you do not want. e.g. if you want merciless as a damage dealer you have to take dangerous game and either secret stash or runic affinity and in most cases runic affinity will probably be useless. (this feels especially bad for manaless champions due to the mana restoration part wasted on dangerous game and secret stash.)
there are not only point distribution problems between trees but also inside of each single tree. e.g. when playing azir i would like to take fury and sorcery. in many cases i would be more than ready to give up double edged sword and feast. while there are 2 keystones for physical-damage-attack-speed there is no good option for someone who is magic-damage-attack-speed.
so, how to solve all those glaring issues while still leaving the concept of "meaningful choice" in? simple: give us 3, sufficiently distinct in type, choices and allow us to take either one or two of them on each level of each tree (of course with the exception of the keystones on the last level).
tl;dr: new masteries look good at first if you dont think too much about them but they actually suck if you want to make playstyle specific optimisations.