Personal Feedback on Masteries
Opinion Keystone masteries- seems to hit the mark for everyone but offense mages and some utility mages. A good portion of support mages, tanks, support tanks, and all forms of ad from bruisers to casters seem good.
Masteries in general- I think more power should be shoved into the bottom 12( particularly the bottom 5 for each section). It almost feels like I could make a single mastery page for each keystone and just use those for any specific champion because there aren't many worthwhile choices that make me want to split my points differently from 18-12, no 18-6-6 (in any order) sacrifice feels worth it. I used to have a wide variety of champ specific mastery pages and now after getting a keystone the 12 remaining points don't seem to matter or there aren't really options that seem worth it over others at least in the Cunning Tree.
I'll be honest, the overarching ap nerf due to mastery % lost, flat ap lost, loss of access to CDR, and the price increase are hard right now but I'll deal with the ad assassin/ADC meta that has been forcefully unleashed upon league while you sort things out in the preseason.
It's my opinion that the Cunning Tree needs either a rework, more options, or a rearrangement of whats already there.
The first two options seem like picking the least worst out of 2 bad options.
Wanderer - The fact that its out of combat seems utterly useless and that in order to get 3% you have to spend 5 points. Savagery - Seems worthless for a support/mage oriented tree.
At least in the resolve tree you have bonus Arm/MR even if the hp/lvl appears completely worthless.
I think whatever needs to happen needs to be related to the Cunning Tree and directed towards making the choices more appealing instead of forced. Theres no tradeoff that seems relevant IMO until you reach the Intelligence and Precision masteries and then its more like wow, thanks for not letting me have them both after having to give up the Ferocity Tree.
Honestly if you moved Merciless to Precision's Spot, turned Precision into a 1 point wonder to replace Dangerous Game, and then turned Dangerous Game into a 5 point Mastery where Merciless used to be it would probably feel like the choices mattered more in what you were intending to do that game.
At least then mages would have to choose between going into the defensive tree for insight or Cunning tree for flat/scaling Penetration (depending on what it turns into as a 1 point wonder).
Possible Way Of Rebalancing Tier 1's by adding a New Mastery/Adjusting Current
Refractive Skin (NEW/PlaceHolder Name) : Reduces damage taken and Increases damage dealt to Minions/Monsters by X% ( could probably be added to any of the tiers in Resolve) I would personally add this into Tier 1 and remove Recovery. Maybe increase Unyielding by a small % to keep them even.
With the addition of Refractive Skin(Random name) in Resolve, the Savagery Mastery could be removed and replaced with Arcane Blade.
Arcane Blade: Basic attacks deal bonus magic damage equal to X% AP.
Obviously you can determine what power level is best set for Arcane Blade and if Refractive Skin is added into Tier 1, where it should be at, or the other Tier 1's could be increased in effectiveness in order to match these 2 additions. I think increasing the base power of the tier 1 Masteries ends up making a bigger difference in how you spend the remaining 12 points after gaining a keystone. So if there's a lot of power placed on the lowest tier AND at the 4th tier( where the 12th point is used) it would end up balanced because of the choice to give up that 12th point. This could mean the addition of more power into the ferocity tree as Sorcery/Fury/Natural Talent buffs.
I don't even know if my proposed changes are any good, I could be completely wrong in how I'm looking at the Masteries, but it feels like something needs to change.