Road to Pre-Season: Mastery Updates

The Cane Master··2 votes·689 views
Road to Pre-Season: Mastery Updates

NEW Courage of the Colossus

Giving initiators a survivability tool in the moment they need it most: diving into the enemy team. Gain a shield for 7% (+7% for each nearby enemy champion) of your maximum health for 4 seconds after hitting an enemy champion with hard crowd control (30 second cooldown)

This is just another buff tool to enforce already existing viable tank roster, Maokai , Poppy , Shen . Tank champions who have been meta always had two key points, movement speed steroid (or a dash) followed by a hard CC. Shen uses his taunt to do that, Poppy uses W+E, Maokai W+Q and active, Malphite has long range AOE knockup. I do consider that tanks need buffs, but not in a way to make those competitive even better, and those shitty even shittier, and that is what current version of this mastery does.

For example, tanks that are shit either have movement speed steroid but lack hard CC - Dr.Mundo DrMundo , or have neither - Nasus Nasus. These would be put even further away in high elo pick rate, let alone competitive pick rate which has been 0% for 3+years for Nasus and the same for DrMundo with a few months of a break with pro play that Riot immediately followed up with nerfs.

In order to achieve strategic diversity, we also need champion diversity, that is as many viable for high elo (competitive use) as that is what is broadcasted and a mainstream. In order to achieve this, I suggest that this new mastery ,,Courage of the Colossus'' interacts with number of champions hit, either with hard or soft CC, rather than those nearby at the moment of casting the spell. Current version listed at the very top, taken from the official link provided, awards Malphite after ulting, granting him 32% of his Max HP on top of his 10% from the passive, resulting in having 42% Max HP, REGARDLESS IF HE HITS SOMEONE OR NOT. This creates low risk-high reward scenario, which doesn't exist in LoL atm, and it should stay that way.

10 Comments

Ralanr2 votes

You see, there's a reason it doesn't work for Mundo or Nasus.

And that reason is that they aren't tanks. They are juggernauts, a class meant to lack hard CC.

The Cane Master1 votes

And what are the ''Juggernaut'' items that these champions buy? Oh, these would be Frozen Heart, Randuin's Omen, Sunfire Cape, Spirit Visage, Thornmail etc. Again now, what items do ''true tanks'' build?

Also Darius is a Juggernaut yet he has an AOE pull that applies slow? Logic?

Ralanr2 votes

Juggernaut and tank items overlap. Everyone knows this.

And yeah, Darius has a pull that could trigger the mastery. Ever heard the term, "Exceptions are not the rule"? Darius and Voli are the only two juggernauts I can think of that can apply the mastery.

And let's be honest, Mundo would be really stupid if he could proc the mastery. Or he'd never get it because his slow is only meant to help him get closer.

This mastery is meant for engage tanks, not the juggernauts that walk to the fight.

Critmaster Garen2 votes

{quoted}

You see, there's a reason it doesn't work for Mundo or Nasus.

And that reason is that they aren't tanks. They are juggernauts, a class meant to lack hard CC.

doesnt change the fact that the supposedly "vanguard, juggernaut, warden" tree has nothing to offer for juggernauts.

there are no masteries that actually support their playstile. unless you want to count grasp, which is a pile of shit and basically a weaker version of fervor. which is why id actually like it removed for something useful. they nerfed the sustain aspect of the mastery because they were afraid of noodle fights between tanks on top lane. and they have obviously no intention of buffing it again.

in its curent state, grasp will just fill exactly the same nieche as fervor, in a tree that is widely inferior to ferocity to begin with.

some of them can somewhat synergize with stormraider, one or two with fervor and dft. but overall they dont have keystones they synergize really well with. and even synergy with other masteries is generally low.

Ravenous Howls1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=OGBKxY1Z,comment-id=00000001,timestamp=2016-11-03T01:25:10.561+0000)

doesnt change the fact that the supposedly "vanguard, juggernaut, warden" tree has nothing to offer for juggernauts.

there are no masteries that actually support their playstile. unless you want to count grasp, which is a pile of shit and basically a weaker version of fervor. which is why id actually like it removed for something useful. they nerfed the sustain aspect of the mastery because they were afraid of noodle fights between tanks on top lane. and they have obviously no intention of buffing it again.

in its curent state, grasp will just fill exactly the same nieche as fervor, in a tree that is widely inferior to ferocity to begin with.

some of them can somewhat synergize with stormraider, one or two with fervor and dft. but overall they dont have keystones they synergize really well with. and even synergy with other masteries is generally low.

I couldn't have said this any better myself. The Resolve tree is just so poor in terms of actual defenses that the new masteries are the equivalent of a crappy consolation prize. It's seriously a shot to the pills that their are so few option to be able to go tanky and not get utterly destroyed by anyone running their points down the other two trees.

I don't understand why we can't get a real defense tree that actually gives us % damage resistances like the other two trees that are gluttonously stuffed full of % damage.

Ravenous Howls1 votes

I think they made it this way to discourage anyone who has a from of soft CC from using it on mages and marksman class champions. Think how OP it would be if they got a shield for soft CC'ing you? you essentially take away an intended weakness of their's. Although I think it could be abused by Viegar,Cass or Viktor if they really wanted some safety built in their kit...

I think a better way to balance it was to make it proc off bonus armor and mr. Make it far less viable on champions that typically build burst or damage.

Although I am still slightly sad as a Nasus Main that the keystone's in resolve still do not help him that much... Will make my Shen much better though! So I guess it isn't all bad.

Chubbichanga1 votes

What about Malzahar? That would be quite interesting...

Ravenous Howls1 votes

{quoted}

What about Malzahar? That would be quite interesting...

The fact that CoC scales with health and it would make the keystone a big risk factor for a squishier champ. However, if Malz would go ROA, Rylai's and Liandary's then he could probably use it so some decent effect but it will kind of hurt his early game.

Chubbichanga1 votes

You could still pull some troll jungle shenanigans with it tho...

Kiharon1 votes

As I read it, the Colossus shield requires at least one enemy to be CC'd, so it will not apply to a completely whiffed Malphite ult.

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