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,
,
,
. Tank champions who have been meta always had two key points, movement speed steroid (or a dash) followed by a hard CC.
uses his taunt to do that,
uses W+E,
W+Q and active,
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
, or have neither - 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
and the same for
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.