Fixing the Utility Tree
Recently I was thinking about the mastery trees, specifically about the utility tree and how it seems useless. Below are my thoughts on masteries, what’s wrong with the utility tree, and how we can fix it.
#The Problem
Masteries are fairly stale. The mastery system is set up to encourage players to devote 21 points to one mastery tree and 9 to a second. Since there are only two viable trees (offense and defense), non-support roles have a pretty binary choice. If they want to be tanky, they run 9-21-0. If they want to do damage, they run 21-9-0.
The third tree—the sad, sad, little utility tree—is really only intended for supports (see Greed, Scavenger, Inspiration, etc.), and it doesn’t even do a particularly good job in that respect. Supports are often better off running 21-9-0 or 9-21-0 than specing into utility. (Being able to net a kill or a few assists because you actually had the stats to do it trumps any gold generation masteries.)
But what if there was a third mastery tree that people actually WANTED to put points into? People would suddenly have a choice, and mastery points might become a reflection of an individual’s playstyle rather than just a simple formula.
#Why is Utility So Weak?
I tried to figure this question out by looking at the gold value of each mastery point in each tree. That’s a fairly difficult proposition since there are a lot of masteries that are very situational, but I made my best WAGs and got the following results. The average gold value of each mastery point in the offense tree in the early/late game is 55/144 (excluding Spellblade, which provides ridiculously high value in the late game). For the defense tree, it’s 42/74. For the utility tree, it’s 38/70. (See this if you want to look at my gold value estimates.)
The utility tree was the least gold efficient of the three, but that didn’t seem to explain everything. Not only was it close to the defense tree in gold/point, but the more I thought about it, the more it seemed like it wasn’t a matter of gold efficiency. If you took every mastery in the utility tree and gave it a 50% boost, I still wouldn’t put points in utility.
So I started thinking about the way that Riot has shifted their champ design to give each champ a distinct role. I applied that same logic to the mastery trees and the weakness of the utility tree started to make more sense. Look at the number of masteries in each tree, and the number of effects that they provide:
The offense tree has 20 masteries, grouped into roughly 9 effects, nearly all of which are about killing people (% damage increase, AD, AP, AS, CDR, True Damage, Health/Mana Restore, On Hit Effects, and Armor/MR Pen).
The defense tree has 19 masteries, grouped into roughly 10 effects, all of which are about being hard to kill (Flat DR, % DR, HP Regen, Armor, MR, Bleed Damage, HP, Slow Resist, Shield, and Tenacity)
The utility tree has 18 masteries, grouped into 13 different effects (Recall Time, MS, Mana Regen, HP Regen, Trinket Range, Summoner CDR, Potion Improvements, Lifesteal/Spellvamp, Buff Duration, Gold Generation, Mana, Experience, and CDR/Item CDR).
It’s pretty clear that the utility tree doesn’t have a focus. It’s got the fewest masteries but the most effects. It’s a catchall, a hodgepodge, a random assortment of minimally beneficial effects that Riot dreamed up. They don’t really work together to form a cohesive whole, which is probably why they’re so weak.
#The Solution
So how does Riot fix the utility tree? They do the same thing they’ve been doing to their champs: they give the utility tree a distinct identity.
The utility tree should be about being able to UTILIZE what you have. I see this falling into three broad categories:
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Movement speed: getting where you need to be to utilize what you have.
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CDR: not waiting on cooldowns to utilize what you have.
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HP/Mana Regen: not being OOM or too low on health to utilize what you have.
Here’s my idea for a new utility tree.
The numbers would probably have to change (I assigned them based on my best estimate of their gold value and actual impact in a game, but obviously I can’t playtest them). Maybe someone would even have a better idea for certain individual masteries.
Regardless, I think a mastery tree with this character would make players actually stop to think what is important to them and the champ they are playing. Would they rather trade harder or be able to recover from a trade better? Would they rather have spells that hit harder or be able to throw more of them? Would they rather have the stats to absorb the damage as they close, or the speed to prevent them from getting kited in the first place?
Even if Riot doesn’t go with what I suggest here, I hope that come season 5, they shake up the masteries, especially the utility tree, so that spending mastery points involves tension and promotes unique playstyles in different individuals.
TL;DR Utility tree is worthless, make it worthwhile so players have some interesting choices.