What kind of masteries would you like to see in a five tree system?

Ralanr··42 votes·3,205 views

Just a question I felt like asking.

Personally one mastery I think would be interesting to see is an inverse of Double-edged sword. You gain increased damage resistance at the cost of lower damage. A lot of people recommended this effect on tank items, but that's honestly ridiculous because what item in the game is actively punishing you for buying it (I don't mean by having bad stats either. Imagine if the double edged sword effect was on an item. That's how dumb that would be)? But having it on a mastery allows for a choice without impeding how you intend to build. This would be great for support tanks but not so much for solo tanks.

I'd also like to see damage reduction (not resistance based. I'm talking about things like Alistar's ult reduction) work against true damage in some respect so that this mastery better inverses double edged sword (since sword would increase true damage). But that's a bit ridiculous to ask (though if they are redoing how defensive stats work, I wouldn't be surprised if they thought of ways to reduce true damage).

103 Comments

TyrekGoldenspear30 votes

A utility mastery that upgrades your wards/SS.

Ralanr10 votes

It'd be interesting to have a mastery that regenerates your sightstone over time.

TyrekGoldenspear8 votes

Maybe a mastery that upgrades the oracle alteration as well.

It could give a red overlay on the screen, and last a bit longer. Kinda like you're actually wearing the sweeper like it's implied.

It may be broken to reveal wards and outline invisible enemies across a screen, but we can make it fair by only allowing the user to see things revealed.

Skelenth2 votes

If they keep Keystones, "Reveal" on trinkets could actually be one

Kitten of Evil2 votes

The only weird thing about that would be if your whole team is warding, you might not know whose ward is whose, and it'd be hard to tell if the area was "revealed" or not. And even if there was a visual indication, it would encourage you to ward on top of ally wards in some situations, because only your wards would reveal.

Supreme Senpai692 votes

Would be weird if you didn't buy one though. Could be cool if it decreased the CD on your trinket

Parceval3 votes

Seriously.

Why. Is. This. Not. A. Thing.

Utility needs a serious rework in this game. Better vision would allow a lot classier and enjoyable clown fiestas across the game.

Ahristocats21 votes

mastery allowing melees to survive against ranged champions at level 1 2 and 3

Ralanr9 votes

So a less shitty siege master?

Ahristocats8 votes

Indeed, or you can call it "something that doran shield is supposed to do"

right now melees don't have problems against ranged champs, but the balance between the 2 is always impossible thanks to riot If there is a mastery allowing melees to survive the early laning phase than it might be possible to balance melee vs range in league

ModCaptainMårvelous1 votes

Take it a step further and give melee ADs the ability to deal more damage to neutral objectives than ranged. Then you might make it worth to bring them bottom instead of always having a ranged ADC.

Rebonack13 votes

[{quoted}](name=Dr Sona x Rubick,realm=EUW,application-id=3ErqAdtq,discussion-id=OteTQEHm,comment-id=0005,timestamp=2017-01-24T14:50:20.650+0000)

mastery allowing melees to survive against ranged champions at level 1 2 and 3

Inverted First Blood or whatever the hell that thing is called would probably do the trick. Every nine seconds block X damage, doubled if the damage source is 300 or more units away.

AMYS GRAVE10 votes

A mastery which allows supports to gain exp when near higher level allies.

A Vel Koz Main10 votes

Balanced Ones.

Sherogarth8 votes

None. Lets remove them altogether and rebalance the game without them.

Papa Andrei5 votes

You are Sheogorath, stop talking bout balance

Melledoneus3 votes

Read again. He's Sherogarth, Sheogorath's peace-loving hippie cousin.

THE RlVER KlNG1 votes

"A new arrival! A shame about my Gatekeeper. I'm so happy, I could just tear out your intestines and strangle you with them."

Rebonack5 votes

In terms of the general question, I'm hoping for 'Auto-attack focused tree' 'Spell-focused tree' 'Resistance-focused tree' 'Sustain-focused tree' 'Utility-focused tree'. Or something to that effect, anyway.

More specifically, I would rather like to see a Keystone that works like Rageblade's old(ish) passive. Stacking attack speed that gains some OnHit magic damage when fully stacked. I figured that would probably be a bit easier to balance around than old Fervor.

LankPants2 votes

'Auto-attack focused tree' 'Spell-focused tree' 'Resistance-focused tree' **'Sustain-focused tree' **'Utility-focused tree'. Or something to that effect, anyway.

Let's avoid that one shall we, I really don't want to see a Vayne who's irremovable from lane because she speced into sustain.

It would be better to split the spell focused tree into an AP and AD caster focused tree, that way you can control what's appropriate for Zed and Syndra from their masteries separately.

Rebonack6 votes

{quoted}

Let's avoid that one shall we, I really don't want to see a Vayne who's irremovable from lane because she speced into sustain.

It would be better to split the spell focused tree into an AP and AD caster focused tree, that way you can control what's appropriate for Zed and Syndra from their masteries separately.

Make the Keystones thirty points deep so Vayne has to sacrifice all of the damage masteries if she wants whatever the new equivalent of Warlord's is. That seems like a reasonable trade-off to me. Better than the current situation, even.

SpecterVonBaren5 votes

I'd like to see an ACTUAL utility tree instead of "kinda utility but also more damage" tree.

Jbels3 votes

I would love to see a mastery that gives crit damage reduction, like on Randuins. No doubt after a couple patches ADCs are going to be seeing some significant buffs

S0LST0RMER3 votes

one that lets u disguise urself as a minion

Melledoneus2 votes

Veigar would lose his niche, then.

Big Lincoln2 votes

True damage reduction wouldn't work. it's true damage for a reason

i want more than one defensive tree. sustain should be in defense trees tbh

LegitBacon662 votes

Masteries that stop giving % damage

Ralanr3 votes

They always did that though.

WoonStruck1 votes

You used to get one 5% damage boost when enemies were below 50% health. For 21 points in a tree.

Then you got one 3% damage boost for 21 points in the tree, and a 5% damage boost vs 50% HP and lower for a 5 point investment in the same tree.

There was far, far fewer % boosts in the past.

Mirkhail1 votes

There were a lot more stats boots (increase your ap, ad, attack speed, cdr)

WoonStruck1 votes

Yeah, but small stat boosts don't warp the game.

Mirkhail1 votes

Runes are only small stats boosts buy they are really important, there were some good stats boots and some %damage increase. Today we have very minor stat boosts and more %increase (often conditional). The real differences are keystone because you can fell their impacts in a game.

WoonStruck1 votes

Then explain why champions taking Warlord's, Stormraider's, or CoC are suddenly doing way too much damage since season 6 and on.

Its not keystones in those cases. Its the masteries under them.

Both are problems, though.

We just need a revert to something like seasons 1-5 mastery trees.

Mirkhail1 votes

You first need evidence of what you say and people complaining on the boards are not a good source.

Blue Moon Wolf2 votes

Ward boosters

temporary bonus Lethality and Magic pen after filling some sort of requirement

Defensive version battle trance that increases your resistance while in combat

Health regen when not in combat with an enemy champ (rewarding you for successful skill shot dodges)

and at the risk of being possibly game breaking (even with a obvious effect to let people know its active) a single CC dodge with a long cooldown, great for melee matchups that can't get close to the enemy laner without getting CC'd and losing 1/4th of their health before they can even land a single blow. pretty much a passive QSS on hit by a form of CC.

WAP Jookay2 votes

More damage if you are NOT near an allied turret.

I hated the idea of the masteries making you tanky when you're behind your turret. When it's used with Zz'rot on one of the strongest Tank toplaner of the meta, it feels like the dude who doesn't want to leave the safety of its tower, is tanky enough to be guaranteed to stay on lane forever without any possibility to get dived, and doesn't even need to farm himself.

I tried to play this twice, not only was it boring as hell but I felt really bad for having such a good laning phase in a game where I didn't take any risk and actually didn't do anything. It's inherently opposed to how I view the toplane at its best state.

It wouldn't be a solution for the gangbang that is occurring botlane though. But I believe it would go in the right direction.

In general, I would like to see more masteries that reward you for risky plays. More damage when you are under 20% HP, movespeed/gold/experience/damage/whatever when you killed an enemy under the enemy tower by yourself, etc.

Also, I wish we could avoid the "THE MORE TANKY YOU ARE, THE MORE DAMAGE YOU DEAL HUEHUE" masteries (and the opposite, I'm honestly fine with Vayne 3-shotting me as long as she doesn't get 4K HP and 80 armor from masteries).

And please, keep the possibility of having 45% CDR.

Legacy Hydralpha2 votes

If we switched to a 5-tree Mastery system, I'd like to see smaller trees that are geared toward certain goals.

Say it'd be like: Offensive - Offense/Utility - Utility - Defense/Utility - Defense

And each tree would have masteries that fit their aspect (double edged sword in offensive, greenfather's gift in offense/utility, etc.) No idea how many the maximum amount of points per tree would be, though.

FantasySniper2 votes

I would start with the question: "What are the themes of the five trees?"

It's kind of hard to come up with an interesting idea when you don't have a goal in mind.

Pierce The Veal2 votes

A tank tree A crowd control tree A vision tree (or maybe just utility, not including crowd control as utility) A dps tree And a burst tree

the weeaboo2 votes

I'd like to see the removal of keystones. I think they're trash and add too much to one champ and not enough to another (i.e Shyvana with CotC vs Vi with CotC, Lucian vs Tristana with Fervor)

Instead we should be given something like the old mastery tree. More customization. Because right now mastery trees are set in stone unless you're Shyvana for the most part.

Malicious Metal1 votes

A dedicated Juggernaut mastery tree with Berserker-like qualities that reward them with in-fight benefits and allow them to actually do their job as these Titans of the battlefield.

Automated Riven1 votes

I wanna try this tree with riven. Altho being honest I also hope it doesn't work.

MFTORANK11 votes

Here's an idea to help adc's early game -- After using heal, grant a shield that will absorb 50% of the incoming damage for 2 seconds and will make your next ranged auto-attack deal 25% of that damage. Let's say you absorb 300 your next auto would deal base+75. Does that sound fair ? Would it help with towerdives ?

Ralanr2 votes

That doesn't sound fair at all.

Noblewind1 votes

I want to see the trees set up in such a way that they are more random and not just Damage-Utility-Tanky-etc so that we have cases where 2 mains of a single champ may actually select 2 different mastery paths based on playstyle.

Let's face it, you currently don't have much in terms of actual customization, and this is really where their idea falls short. I can play a champ I've never played before and take 20 seconds to come out with the most optimal masteries

Shahamut1 votes

See, the problem with customization is exactly what you are describing: There will always be an "optimal" build path. There can be many "viable" paths, "optimal" is an exclusive word.

The best case scenario I think is what you have on Renekton right now, where there are 2 "Optimal" paths, but they depend on what Renekton needs to do for his team that game. Engage and survive a lot of burst? Colossus. Bruiser/Split pusher? Fervor.

Its not about preferred playstyle though, its about need. You may "prefer" to play Colossus Renekton, but if your team needs more damage and side lane pressure, than you are being sub-optimal. If your team lacks a really good tank/engage, and you take fervor, than you are playing sub-optimal.

That being said, playstyle CAN matter in organized play, because you can build your team around people's play styles and pick comps that compliment what each player likes to do. Not so much for solo queue though. :/

TLDR- Anytime you have a skill point "customization" feature, there will by default be a "optimal" path. The best you can hope for is more than one "Situational" optimal build path, but the number of possible situations will be pretty limited. Especially for Carries. :P (WHAT PATH GIVES ME MOST DMGS?!?!?!?!)

Noblewind1 votes

That's why I believe keystone masteries just need to removed. I would say just get rid of all masteries but if they need to stay atleast keep them with minor effects like runes. They really just aid in making balancing the game near impossible to do. Like Poppy is super strong right now, but without masteries is probably a balanced champion. Every mid lane trade is now based on 3 hit procs for TL, it used to be more dynamic.

Like you said, especially because they're pre game choices, you're only ever going to select the options which make your champ better at what they do, or maybe help cover up a weakness. You can never have situational decision making take place before any situation actually exists, it doesn't even make sense. Dota's new skill trees aren't perfect but are a way better idea in terms of the goal masteries were meant to achieve.

Shahamut1 votes

I dont play dota, so I cant really disagree with you :P

The one thing I will say that I DO like about how League does the mastery system, is it allows for a flux of what champions are strong at the given time. The real way to add diversity to the game is to have things like this that change a bunch. Otherwise, there will always be strongest champs that always get played. Masteries and runes and things that shift the meta are what keeps the game fresh IMHO. That and bans :P

LXII1 votes

I'd love to see a 0 tree system implemented. And if we could cap rune pages to 0 runes per page too that would be a huge improvement.

Akali Prime1 votes

i would like that jg mastery back that gives you bonus hp for each camp you killed.

or maybe a mastery that pops a shield when you go below 20% hp

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