Riot, I think you're taking a step in the wrong direction...
This is just my opinion, but I'm under the impression that the masteries (and many of the most recent changes) are becoming too random and gimmicky. The current mastery system is good because their additions can be seen and made note of at any point in the game; a majority of it just passively adds stats. e.g. "that guy has 36+ health, he must have 9 points in the defensive tree," or "4+ ad? he must have Martial Mastery." A good exception to this (which I believe many people have complained about) is Dangerous Game, and masteries similar to Dangerous Game are what I believe we are trending towards now.
It might sound boring, but in order to preserve the integrity (albeit a small piece) of competitive play, and to make things less obscure/arbitrary, why can't we stick to, and tweak the system mentioned prior? I wouldn't like to see things like
"Your damaging abilities cause enemy champions to take 6 + 50% of your Bonus Attack Damage and 20% of your Ability Power in Magic damage over 3 seconds (Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead)"
or
"Dealing 30% of a champion's max Health within 2 seconds grants you 35% Movement Speed for 3 seconds (10 second cooldown)"
or even
"Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds (2 second cooldown)"
Avoiding something like these masteries means to avoid another "F*CKING DANGEROUS GAME!!!!!!!!!!" when somebody randomly survives that last tick of ignite due to getting an assist. Whether that's good or bad is entirely subjective, but this is my take on everything. imo, letting these pass sacrifices a lot of what it means to have a fundamental understanding of the game.
side note: please make ezreal good again.......... he's so cute.. cmon..
