Mastery Changes - Fixing the Damage Creep
The amount of extra damage you get from the mastery system is simply too much for the game to handle right now. ADCs are either completely useless, or they oneshot everyone. Tanks have a lot more damage than they should, and mages are as bursty as always. Why? A lot of this stems from the mastery rework we got in pre-season 6, which added a lot more damage to the game. In addition to some necessary itemization changes (such as to ADC itemization), masteries need to be toned down a bit. A large number of masteries simply translate to "more damage", which simply isn't right. So here is what I think should be changed:
(EDITED 1/28/17)
Ferocity Fresh Blood - Damage is halved, but also gives 25 extra movement speed for 2 seconds. Expose Weakness - Damaging enemy champions instead causes soft crowd control on them to last 10% longer for 3 seconds.
Bounty Hunter - Damage for each unique champion killed is now .7%, as opposed to 1.5%. Double Edged Sword - Extra damage reduced to 3%, extra damage taken reduced to 1.5%. Battle Trance - Damage is changed to 3% over 5 seconds, from 5%.
Warlord's Bloodlust - Reduce the max lifesteal you get from this mastery from 20% to 15%.
Cunning Assassin - Instead, you gain 4% movement speed while moving towards enemy champions that are alone.
Meditation - Increased to .4% of your max mana every 5 seconds for each level put into it Merciless - Changed to convert 1.2% percent of damage dealt to champions below 30% health to true damage per level put into it
Greenfather's Gift - Reduced to 2.5% of the target's current health on a 10 second cooldown
Thunderlord's Decree - Changed to not proc from autoattacks, as well instead dealing 10 x level + 12.5% bonus AD + 9% AP + 2.75% of the target's current health. This will fit Thunderlord's to its actual purpose of improving a mage's burst, as opposed to being a general damage item on everyone and their brothers.
Resolve Recovery - Increased to .55 health per 5 seconds for each level you put into it
Tough Skin - Changed to instead reduce damage from neutral monsters by 2%, and 3% damage from minions. Siegemaster - Increased to 13 armor and 8 mr while near a turret
Grasp of the Undying - Increased to 3.5% maximum health and 2% healing every 4 seconds, still halved for ranged champions Bond of Stone - Renamed to Unbreakable (or some other name, idk), and instead grants 1.05% damage reduction each time you are hit with an enemy champion's spell or basic attack, stacking up to 5 times, and decaying after 3 seconds of leaving combat. Upon reaching 5 stacks, your next basic attack slows the target enemy champion by 35% for 1.5 seconds.
What do you guys think?