can we do something about the sorcery mastery?

Critmaster Garen··1 votes·1,303 views

those 5% are really awkward with only item 3158 fitting with that since cdr avlues of 5% (randuins) or 15% have been removed from most items or changed to 10%/20%.

you either end up at 35% cdr, or 5% over cap (basically making this mastery useless with any standart build).

imo just make the value level scaling and have it end up at 10%

11 Comments

Bonipherus1 votes

Utility and Defense mastery trees were already done, Offensive has to be next. but you'd have to expect that mastery to be further up in the tree to get 10%. Also the issue could be solved by just adding 5% cdr to a few items.

Critmaster Garen1 votes

{quoted}

Utility and Defense mastery trees were already done, Offensive has to be next. but you'd have to expect that mastery to be further up in the tree to get 10%. Also the issue could be solved by just adding 5% cdr to a few items.

i dont know. feels like tweaking that one mastery is easier than changing a bunch of items. no idea if it has to be further down the tree. probably? level scaling would kindof make sure that it evens out already, with less of a bonus early on and overall more lategame.

but it is riots philosophy, to put flat stas up at the top of the tree and lategame scaling stats deeper into the mastery trees.

though for some reason the level scaling ap and ad bonuses are prerequisite for the flat ones. so maybe just changing the cdr to scale with level wouldnt be that crazy.

Bonipherus1 votes

It'd probably be really weak if it were a per level mastery. If I were going to solve it simply in the mastery tree I'd keep it on the first tier but then have another 5% cdr mastery connected to it on the fourth tier. So you'd need 4 points in it for the initial 5 and then 1 or 2 points for the next 5 but you must have the full 4 points in the first tier to have access to the other 5%.

But I know before one of the rioters had a discussion about the cdr boots and the awkward 5% and they wanted to nerf it to 10% for simplicity. The popular solution then was to add some 5% cdr to a couple items.

Critmaster Garen1 votes

{quoted}

It'd probably be really weak if it were a per level mastery. If I were going to solve it simply in the mastery tree I'd keep it on the first tier but then have another 5% cdr mastery connected to it on the fourth tier. So you'd need 4 points in it for the initial 5 and then 1 or 2 points for the next 5 but you must have the full 4 points in the first tier to have access to the other 5%.

But I know before one of the rioters had a discussion about the cdr boots and the awkward 5% and they wanted to nerf it to 10% for simplicity. The popular solution then was to add some 5% cdr to a couple items.

ok, either may work. they could just slap on 5% to some items like ghostblade and spirit visage.

but it could still end up awkward if someone wants both items. youd end up at 35% again. item builds are a lot more dynamic, and you can expect them to happen in practically any combination. id rather they do something with the mastery itself. its much easier.

Bonipherus1 votes

What if the issue really comes from the mastery tree? Maybe if you remove the 5% cdr from there and just make the boots 20% and increase the cost? It's easier to balance items than it is to balance items and masteries at the same time, no?

Bonipherus1 votes

I'm just spit balling here btw.

Critmaster Garen1 votes

{quoted}

What if the issue really comes from the mastery tree? Maybe if you remove the 5% cdr from there and just make the boots 20% and increase the cost? It's easier to balance items than it is to balance items and masteries at the same time, no?

i actually thought about this aswell. no idea how that will affect the game. worth a try imo.

but what will replace the mastery?

Bonipherus1 votes

Idk if a simple replacement would work. Might take more finessing than that. Otherwise it'd be something that's also quite weak like the attack speed mastery. 1.25/2.5/3.75/5 ap or something. I'd rather see a new system to replace runes and masteries though. I'm slowly working on it in my head. I'll be back on tonight if you're interested in it.

Critmaster Garen1 votes

{quoted}

Idk if a simple replacement would work. Might take more finessing than that. Otherwise it'd be something that's also quite weak like the attack speed mastery. 1.25/2.5/3.75/5 ap or something. I'd rather see a new system to replace runes and masteries though. I'm slowly working on it in my head. I'll be back on tonight if you're interested in it.

interested, yes. would it make sense? definitely. would riot adapt it? nope. if they scrapped runes, they would have to refund the entire amount of ip people invested into them. i have a good 100k ip invested in runes and runepages aswell.

basically some people would just be able to buy the entire champion pool left or buy every new release champion with ip, and riot would lose out on money. thats how hideously overpriced runes are.

really sad actually. because the dual system is kindof dumb.

i mean there is one possibility, to just scrap the entire mastery system instead of the rune system and combine them both into one like you said. but with masteries gone instead of runes, and prices rebalanced.

but it would have to be something entirely new that is based on the rune system.

Bonipherus1 votes

Alright, I'm back. I don't have much to say about the ip refunds on runes or anything. I know some people would be mad but it would be for the best interest of the game and I would still gladly take that hit.

So what I've been developing a different mastery system where you select certain perks or traits. These traits are focused around your preferred play styles and giving buffs of some sort for playing that way.

I developed this to not focus on raw stats (there will likely have to be some stats) as those are more easily abused and more difficult to balance around. I believe that by accentuating play style patterns you can keep core aspects of runes and masteries by allowing you to play the way you want to play your champions (like an ap varus mid or something that needs good runes to do well or idk annie jungle or something). You won't get the raw stats but you should be able to make more things work if we can get enough diversity in these traits. Hopefully with this we would see more unique playstyles in League.

Alright so right now I have a few traits worked out and the general idea is to have 12-18 of these selectable. You would choose 3 in champion select and there would be correlating icons with each trait that would show up in the loading screen as well as next to each champion in the in game screen when you press tab.

You should be able to pick 3 perks

some perks for example:

Spellslinger: Damaging an enemy champion with an ability increases basic attack damage to that champion by 1% for 3 seconds. Effect stacks up to 3 times Damaging an enemy champion with a basic attack increases ability damage to that champion by 1% for 3 seconds. Effect stacks up to 3 times. When both auto attack and ability stacks are at maximum the bonuses are increased to 5%.

Jungler: Deal an additional 10% damage and receive 10% less damage from neutral monsters. Killing a big jungle monster restores (x amount) of health and mana and grants an additional 25 gold. Poaching large jungle monsters increases the gold earned by 20% and grants x% movespeed for y seconds.

Scavenger: Start the game with a free stealth ward. Health and mana potions restore 10% more health. Trinket cooldown times are reduced by 10% and have 20% bonus range. Being near a minion when it dies without you scoring the killing blow grants you 1 gold; 2 gold if an ally champion dealt the killing blow.

Roamer: Increases movement speed by 8% when out of combat. Destroying an enemy ward grants 20 more gold. After 6 seconds without being visible to the enemy team, you will ready a Sneak Attack, causing your next basic attack to deal x amount of additional magical damage to the primary target if it's a champion.

Sentinel: Gants your champion a 5% maximum health shield when you have not been damaged in the last 12 seconds. Restores 1% of missing health every 3 seconds when out of combat for 8/7/6 seconds. Gain 2/3/4/5 armor and magic resist for each nearby visible enemy champion.

Edit: Just adding that these are all still a work in progress and are completely subject to change.

EffectFX1 votes

Use runes. Can get up to 15% with CDR per level blues.

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