In the future changes of masteries
Can we get rid of 1/2/3/4/5 points systems ?
It's fucking stupid.
99% of the players put either 0 or 5 points. Why are we still using this stupid system ?
Can we get rid of 1/2/3/4/5 points systems ?
It's fucking stupid.
99% of the players put either 0 or 5 points. Why are we still using this stupid system ?
It's to make it feel like you "gained" something when you level from 0 to 30. Yeah, it's kinda stupid, but there's no real point in changing it now.
We'd like to get away from a 30 point mastery system eventually. It was originally done that way so that players leveling up to 30 could be given another option each level. It's meant that the individual significance per point ends up being pretty low though and that new players get penalized.
Once the new client's out we'll be able to consider doing work to things like Masteries. Until that replaces the old one though we're limited to working within the current Mastery system. That's why Keystone Masteries uses those 5 point stat masteries - we wanted to try more appreciable mastery designs but needed to operate within a 30 point constraint still.
to give the illusion that you can have your own custom tree.
The entirety of the current mastery tree is fucking stupid. Half the time there's no actual decisions to make like the old mastery tree had.
Veteran's scar's is probably the biggest example of a non-decision in the game.
It's really just based on the fact that you get one point for every summoner level. Changing that would make things pretty clunky and awkward for new players as you level up yaknow?
It doesnt make much sense I agree, why you have to put 5 points in one masterie and only 1 in another
Better yet, make masteries all available at level one. Why do we have this system where it adds stats and game-changing buffs to any champion, but not usable until you've played SOOOO many games? Every time I try to bring a friend into League, they get turned off by one of these things: not having access to important masteries, not having runes that they need for any given champion, and not having all the champions unlocked.
Maybe it sounds a bit greedy to want all those things, but especially if you've played dota2 before League (wherein all the playable heroes are unlocked when you start) it feels really restricting to have just a few at a time. Playing a game where you don't have the same masteries or as many runes as your counterpart on the enemy team feels really bad as well. These aspects of the game are extremely unfun for new players; absolutely everyone I've invited to play say they'd play more if not for these limitations.
i'd like it if i could have 30/0/0 pages again :<... (yeah i was that guy)
Don't worry, I don't see the point either 
It would be weird though for people leveling up. Having mile stone masteries works for a game like WoW as an example, because you are supposed to be out in the world questing / doing pve. You have to opt into pvp.
LoL is balanced around being only pvp. It would feel like garbage if you were new to the game, hoping for a competitive experience, and found out you lost your lane cause your opponent was a level higher than you and had access to a cery important mastery that you didn't.
This can currently happen, but those gaps in power are much smaller than what they would be if we set it to milestone levels.
It's for the math nerds, I imagine the optimal masteries are generally 2 - 3 or 1 - 4 distributions (like on Dopa's TF) but ain't nobody got time for that.