We need more mastery pages.

Teh Song··2 votes·686 views

You've probably noticed there's more than 20 champions.

We should be able to have a preset mastery page for every champions that we play.

The only argument I can imagine against this is "server space limitations." Well, have our mastery pages be saved locally like item sets. Then there won't need to be a limit at all.

But if you're going to keep them server-side then you really need to up the limit, because with this many champions in the game there are a lot of people playing more that 20 at a time.

9 Comments

Kanlar2 votes

Mfw i only have one mastery page for all champions.

78750242DEL11 votes

XD

WoonStruck2 votes

With how they changed masteries, you only really need one page...6 at most.

18/12/0 18/0/12 12/18/0 0/18/12 12/0/18 0/12/18

Since you pick your keystone first, essentially, you have 2 for each primary tree; one of each of the secondaries.

Beyond that, it hardly matters. Most champions only benefit from one of the two/three choices you can make at any tier of each tree. Its not like there's any actual choice with the masteries this season.

If you need more pages than that...you're just being silly. Or way too lazy to ever be worth considering.

Teh Song1 votes

All the little variances though. On 18/12/0 tier one: Some of my pages are 5/0, some are 0/5, some are 2/3, 1/4, 3/2. Repeat that notion for all the non-"milestone" tiers in each tree. Plus, I've had mastery pages that weren't 18 & 12. I've had one that didn't even use a keystone, as none of them had much purpose with that champ and build.

WoonStruck1 votes

You're essentially wasting stats in that regard. Its highly inefficient unless its a % modifier you had absolutely none of before, such as %missing mana/second. And then its way too insignificant without the 5 points to actually do anything anyway, so still wasted.

Riot literally made it so these mastery pages don't have legitimate choices so that bad players didn't have to be less well-off for setting their pages up poorly.

If you're gunna play the numbers game, play it right.

Avienal1 votes

{quoted}

You're essentially wasting stats in that regard. Its highly inefficient unless its a % modifier you had absolutely none of before, such as %missing mana/second. And then its way too insignificant without the 5 points to actually do anything anyway, so still wasted.

Riot literally made it so these mastery pages don't have legitimate choices so that bad players didn't have to be less well-off for setting their pages up poorly.

If you're gunna play the numbers game, play it right.

Sadly difference gap between picking a mastery can be significant such as having a tiny bit more attack speed vs a higher bit of damage on abilities, especially when you mix in how particular champions can work. Key stones already do a good job at it but the presence of something like extra move speed while out of combat combined with a champion who can get a good amount of move speed like Miss fortune and Teemo will stack on top of each other to create a strong filler measure to skip TP and not suffer as much from the repercussions.

You can easily see how much a major difference for a ultimate becomes if it takes 10 to even 40 seconds less for it to get off cool down, when something like Flash or TP which gets 45 seconds less time taken off cool down leads to powerful snowballs.

So its the following: "Masteries themselves can synergy with some champions too well and at the same time be extremely not so useful to other champions giving a widen gap that is already created based on rune pages and champion selection picks. I would even go as far to say they need to go as far as lessen the effectiveness, remove one of them or basically merge them together into a new 'champion mini bonus customization system', on top of making everything have nothing like 'costs' [Rune page and alot of T3 rune get outrageous in gathering in stock piles for example for many types of builds] to act as more of a obstruction wall that the IP cost can already be for champions when people can't pay RP and because of it, they end up with quite a few difficulties on 'catching up with the meta' that gets created by silly rune pages such as building no Armor or MR in favor of Scaling Health, Scaling AP, Scaling AD, Penetration, partial scaling CD.

Would even be nice if they tune down Rune pages, make the bonuses they give much more strictly to just Flat Health, Mana, Energy, AD, AP, the respective penetration, Cool down, Attack speed and Critical chance, but remove any type of 'scaling type runes', useless runes like Respawn timer and move speed or other silly types which likely see less use then some champions in particular roles which are completely impossible to do, literally.

WoonStruck1 votes

Regardless of everything you just said, the choice for each champion is relatively obvious. You don't need a thousand mastery pages to reflect that.

The changes you have to make between champions are extremely minute, outside of utilizing an entirely different tree...which is why I suggested 6.

Also, no mastery gives you a reason to skip TP. Teemo and MF would never take TP anyway.


TP is rather unusable outside of extremely stupid plays from enemies that would have been punished hard regardless of your TP. The only exceptions are champions like Shen, a select few Juggernauts, and champions that would generally want to teamfight/engage, rather than split push, like Malph, Maokai, etc.

Outside of competitive play, you're much better off going with other summoners now in a lot of cases. A fight will more often than not already be over by the time your TP finishes, and that's not even considering the countless situations where you have to walk a little bit to actually get into the fight.

The nerfs hit it really hard. Its essentially only useful for forcing disengages and for adding pressure to dragon attempts now.


The masteries themselves are not better or worse than in the past as far as 'synergy', except that tank masteries suck complete ass. The only exceptions are damage Keystones, which are game-warping enough that if Riot wants to keep this game successful, they'll remove.


As far as runes go...there is no 'catching up'. You buy enough runes for two general setups. These general runepages work, and are more often than not among the 'optimal' rune-setups, for the majority of champions. They are not that hard to get. I hardly play this game and I have the majority of runes, and still lack many champions.

I, for one, am glad runes don't cost RP. That would just make it a paywall.


Runes have a marginal impact overall early game outside of extremely focused pages. 'Tuning down' runepages would be really, really fucking stupid.

Especially scaling runes. Scaling runes don't enable 'off-roles' in any way, shape, or form. Keystone masteries and continually gutted champions/itemization for intended roles do.

Avienal1 votes

[{quoted}](name=Teh Song,realm=NA,application-id=3ErqAdtq,discussion-id=R6FEiF3G,comment-id=00020000,timestamp=2016-09-05T22:08:29.420+0000)

All the little variances though. One 18/12/0 tier one: Some of my pages are 5/0, some are 0/5, some are 2/3, 1/4, 3/2. Repeat that notion for all the non-"milestone" tiers in each tree. Plus, I've had mastery pages that weren't 18 & 12. I've had one that didn't even use a keystone, as none of them had much purpose with that champ and build.

Agreed on this, not every mastery setup is perfect for every type of champion. For example, some much do better with certain key stones like Fervor of battle because they can 'stack it up' pretty good. While others who can't do the same would be better off with the Life'steal passive, while other champions who can do 'large hits of damage'[Jhin for Example] is better off with Death fire's touch then making use of Warlord's blood lust or thunderlord's decree since he does large hits of damage which would translate to large over time damage due to his scaling power.

In the same regard, for the 'red' branch of mastery, alot of people tend to grab the 2% life steal/spellvamp mastery as a norm but a number of times other champions can favor greatly from the AD/AP scaling gain per level alot more instead (Akali, Teemo, etc. for example).

At the very least it would be nice they allow more organization control on the masteries such as moving them around like a list similar to how 'item sets' can be re'organized for each panel section. On top of maybe adding side notes as little quick notes for oneself when changing between masteries in champ select, on top of having a larger number of mastery 'sets' to create, whether its based on using for particular champions or particular roles for specific champions (such as Top'mo, Jung'mo, Mid'mo, Support'mo and ADC'mo. My favorite's Burst'mo in the Top though) or just for perferences of changing between play styles even if its the same lane and same champion your using.

[slayer-jinx-catface]

Marshbouy1 votes

it's part of the client being incredibly old (i think)

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