Reimagining Masteries

Rebonack··4 votes·452 views

There's already a topic about this, but let's get a little more concrete, shall we?

Right now a pretty large portion of the Masteries are devoted to providing you with a pile of additional stats.

That's boring. We already have Runes for providing a pile of additional stats.

So instead? We remake Masteries as something that's radically different. You only get three Mastery points, but each of the ten or so Masteries in each category would provide a huge and most importantly game changing difference. Instead of a bunch of small, nearly invisible bonuses, you basically get to pick three additional Innates for your champion. Having some that just provide raw stats is still a decent idea. There are places where just getting more AP is the best choice for a particular champion. But instead of dominating a tree and effectively eating up a third of the options, these Masteries would be consolidated into a single potent choice.

I'm going to try to avoid concrete numbers for the most part, though they'll be required in some cases. Keep in mind these new Masteries are meant to be roughly ten times more powerful than the ones we're playing with right now. The goal with nearly all of these Masteries is to create interesting new gameplay rather than just heaping stats on champions.

Offense -Alacrity: You gain (amount) bonus attack speed. Additionally, your basic attacks reduce your cooldowns by (percentage) up to a maximum of (amount) per auto-attack.

-Double Edge: If you drop below (percentage) health, your basic attacks and spell deal (amount) additional damage. This Mastery has a cooldown.

-Reaver: You deal bonus damage to non-champions (including towers). Last hitting minions and monsters gives you a stack of Butcher. Assisting in the destruction of a Tower grants (amount) stacks. Your next basic attack or spell against an enemy champion expends all stacks of Butcher to deal bonus damage equal to (amount) per Butcher stack.

-Pain-Weaver: Your basic attacks debuff foes with Spell Weaver. After three stacks, your next spell will detonate them, dealing (amount) physical damage. Your spells debuff foes with Blade Weaver. After three stacks, your next basic attack will detonate them, dealing (amount) magic damage.

-Executioner: You deal (percentage) bonus damage to foes below 50% HP. Takedowns against champions grant you a stacking buff of (percentage) to your total damage (this stacks with the bonus damage to injured foes).

-Tank Buster: Your attacks ignore 20% of the target's resistance.

-Frenzy: You gain (percentage) Crit chance. Your crits grant you (amount) bonus attack speed, stacking up to three times.

-Arcane Blade: Your basic attacks deal magic damage rather than physical. Additionally, you deal bonus magic damage OnHit equal to (AP ratio).

-Warlord: You gain 8 bonus attack damage at level 1. Additionally, your bonus attack damage is increased by 16%.

-Archmage: You gain 12 bonus ability power at level 1. Additionally, your total ability power is increased by 16%.

Defense -Feast: Killing any unit restores 30 health and 10 mana.

-Dangerous Game: Takedowns on enemy champions restores (large percentage) of your missing health and mana.

-Juggernaut: Your maximum HP is increased by 20%. Additionally, you gain 36 bonus HP at level 1.

-Tenacious: The duration of all CC and the effectiveness of slows is reduced by 20% against you. Additionally, every (cooldown) you ignore a single non-slow CC effect.

-Tough Skin: Monsters deal 8 less damage to you. Additionally, their basic attacks cause them to bleed for 1% of their maximum HP per second in physical damage.

-Oppression: CCed foes deal (percentage) less damage to you. Additionally, the intensity of your Slows is increased by a flat 10% and the duration of all your CC is increased by (percentage).

-Legendary Guardian: Each time an enemy champion damages you, you gain a stacking temporary shield equal to (percentage) of your max HP. This Mastery can only trigger once off a given champion's damage every (cooldown).

-Symbiotic Barrier: You gain a permanent shield equal to (percentage) of your maximum HP that can not be damaged directly. Instead, (percentage) damage dealt to the nearest allied champion is diverted to the shield. The shield regenerates based on your HP/5.

-Perseverance: You heal 3% of your missing HP every 5 seconds. Additionally, all your healing is increased by 10% when you fall below 25% max HP.

-Enchanted Armor: You increase your total resistance by 15% and the resistance of all nearby allies (including yourself) by 5%.

Utility -Phasewalker: Your recall time is reduced to zero.

-Wanderer: You gain 5% bonus movespeed. Additionally, you gain +40 movespeed when out of combat.

-Vampirism: You are healed for 10% of the damage you deal.

-Bandit: Your starting gold is increased by 40 and your gold ticker is augmented by 1.5 gold/5 seconds. When you deal damage to an enemy champion or tower you gain (amount) bonus gold. This effect can only trigger on a given enemy champion or tower once every (cooldown) seconds.

-Intelligence: All your cooldowns (of any kind) are reduced by 15%.

-Alchemist: The duration of all buffs on you (item, champion, event, ect), in addition to the duration of all buffs you cast on allies, are increased by 20%. Additionally, your health and mana potions become biscuits! Yay biscuits!

-Scout: Your vision range as well as the vision range of your wards is increased by (percentage). Additionally, moving within (range) of a vision blocking obstruction (wall, brush, ect) allows you to see through it.

-Fade into Violence: If you take more than (percentage of your maximum HP) within five seconds, you become invisible for two seconds and gain a (percentage) movespeed bonus. This Mastery has a cooldown.

-Meditation: You recover 5% of your missing mana every five seconds. Additionally, you gain 75 mana at level 1.

-Sacred Protector: The effectiveness of your shields and heals is increased by (percentage).

Whew!

That was quite the list!

These are just basic ideas. A general flavor of the sort of thing I have in mind. Effects that are really strong. Effects that are game changing. Effects that would make champions with a different selection of Masteries radically different rather than just a guy with a more or less optimal pile of stats.

Thoughts?

3 Comments

Rebonack1 votes

No comments?

Goodness.

Maybe I should make a topic complaining about Vayne instead.

Master Lycan1 votes

I'll Leave One!!! But on the topic of Balance I would suggest 5 Points to distribute with slightly smaller Buffs, it would allow a bit more variety.

AND HOLY FUCK IS PHASEWALKER OP!!!1!!!1! IF YOU ARE ABOUT TO DIE HIT B AND YOU ARE INSTANTLY BACK IN BASE!1111!!11 (I would suggest a 50% Reduction to Cast time or Constant Empowered Recall)

Rebonack1 votes

AND HOLY FUCK IS PHASEWALKER OP!!!1!!!1! IF YOU ARE ABOUT TO DIE HIT B AND YOU ARE INSTANTLY BACK IN BASE!1111!!11

Crazy powerful, yes. It would probably need to disable for, say, a few seconds after taking damage so you can't just poof back to base in the middle of a fight. The idea is to balance via opportunity cost. Yeah, being able to nope the hell away from ganks is really damn strong, but then you look at what you're giving up to get it.

Five points with weaker Masteries would work as well. I had considered that as an option, too. But the more points you have, the more watered down the individual picks are. That's the big problem with the current system. You have so many points that the benefits you get are (mostly) invisible by contrast.

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