literally 15 options
1 2 3
1 2 3
1 2 3
1 2 3
1 2 3
You can only pick one in each row.
Column 1 provides damage, each of which EVERY CHAMPION in the game can make use of.
Column 2 provides utilities, such as mana regen, gold, EXP, MS, CDR, etc.
Column 3 provides defensive bonuses such as HP, armor, magic resist, tenacity, crit reduction, AoE reduction, etc. Stats that EVERYONE can make use of.
All bonuses are made so they scale throughout the game. This means you could take the EXP mastery as anyone, but it would be exponentially more useful to supports, who are generally far behind in exp later in the game.
You could take whatever tank masteries, but its most useful if you're building tank. Damage for damage.
Higher value options are weighed against each other. This is to make it so must-have options, such as CDR, Tenacity, etc do not become universal picks for all champions.
Basically a simplified version of the current tree that doesn't force you to go all damage/all defense at the cost of damage. The way its currently set up creates way too heavy of a lean towards damage.
The cap mastery in offense used to be a 3% damage increase. That means there's 3x the damage in the offensive tree compared to some earlier seasons, not considering Keystones. Gotta step back from that shit.