@Riot please respond. I think i have great ideas for the keystones
ill start right away with all my changes . and ill explain the reasoning behind everything later if the thread gets popular (i hope it does. i think i fixed the keystones pretty well and evened them out)
mostly the reasoning behind my changes is i feel the masterys should "to a limit" try to be viable for as many champions as it can be.
take for example. thunderlords. why exactly does it have the proc 3 mechanic? thunderlords i feel would be much better as a general "damage keystone" that doesnt need the proc 3 mechanic. and is there just for simple damage for anyone who wants a simple damage mastery. adding the proc 3 mechanic just makes thunderlords better for some champions over others, which i feel is unfair, because it makes some champions just better than others for no reason other than being able to combo more easily. my changes remove this problem but still keep thunderlords as the "burst mastery" as well as being the "simple damage mastery" too
so that is the general idea behind my changes. of course the masterys by definition are supposed to benefit some champions over others, but i feel that "to a limit" the masterys should also try to be extremely viable to many champions as well. so my changes are trying to move into that direction.
with that said. here are my changes
warlords: procs on any basic attack (on champions). 15% lifesteal 20% attackspeed for 4 seconds 12 second cooldown. cooldown reduced by 2 seconds for every 10% crit. down to 2 second cooldown minimum (with 50% crit)
thunderlords: cooldown to 30 seconds now procs on any single damage (doesnt need 3 to proc)
strength of ages: goes up to 400health. is a timer like rod of ages. maxes out at 20 minutes. 20 health gained every minute. no longer has the passive heal or needs large monsters/minions
fervor: i find fervor super hard to balance. 80 onhit damage is straight op on yi irelia jax. how do you balance this. also it too highly favors champs that can stack it quickly. i feel the stacking mechanic should be removed my solution is. completely changed to 2 onhit damage per level. plus 5 onhit damage and 5 heal per attack gained at level 1 and level 9 so at level 1 its 7 damage 5 heal per hit (on enemy champions only) at level 18 its 46 onhit physical damage and 10 healing
deathfire: deathfire seems weak with all my buffs to everything else . my idea is turn deathfire into more of a laning / steady damage in lane mastery . while my change would make it less powerful and almost do nothing in teamfights . however teamfights dont matter if you won lane. deathfire will be a "help me win lane" mastery heres my idea for that. my idea makes deathfire last a LONG time. which means you can make it last a long time on dots again. because it doesnt matter if you keep re-applying it with dots because it lasts so long already
deathfire changed. now lasts 12 seconds. does 10 damage +50% bonus ad and 20% ap over 12 seconds. full 12 second duration for dots and AoE. because due to the 12 seconds most champions can keep it on you forever in lane so its CONSTANT damage in lane. but pretty low (since its over 12 seconds). and deathfire cannot stack with itself, you can only re apply it. you can outheal deathfire generally with potions so deathfire would be a constant "draining" mastery to drain your enemy slowly in lane and it would be strong in lane, but in teamfights it would be pretty weak since most teamfights are about burst damage and it ends quickly against a enemy with deathfire, you would probably need to back earlier to get more potions earlier another strong thing about this deathfire is the 12 second DoT makes it hard for your opponent to recall. this "time power" of making your enemy have to waste extra seconds to recall is another strong part of my deathfire change
Bond of Stone: changed to always be 6% (even in lane) and for jungle sustain. and with an ally you can share the damage as normal
Stormraiders: changed to give +10% movement speed for 15 seconds when you damage a enemy champion. no cooldown