Problems with the masteries and how they completely missed the mark and are a complete failure

Spoofghoul·8/19/2016, 10:29:50 AM·2 votes·396 views

This aint about defense vs offense masteries or the abundance of damage or anything like that becuase there is already a trillion threads about that

No my problem is that half the keystones are only good on a select few champions. Where is the goddamn choice whe were promised?

Like seriously who even uses windspeaker for example? Like 5 champions maybe out of the what 120?

What about warlords bloodlust which is pretty meh on most champs for the majority of the game i mean up to 5% lifesteal 10% if melee vs minions most of the time you hardly get any from it its only usefull out of fights for a very few melee champs

Fervor is straight up damage amp but only for auto attack champions

Grasp pales vs fervor atm i mean if i want to tank why would i pick this over strenght of ages? It hardly gives sustain anymore. If i want damage im better of picking fervor. And again half the champion roster is more or less excluded from using it because they are ranged so there is that

Etc Etc

Now some of the conditions i do get its to prevent abuse but it also excludes champions from using the keystone and thus removing meaningfull choices because 90% of the time there is only 1 choice. AD damage champs especially those who rely on basic attacks have most of the coices why? Shouldn't every champion bve able to say hmm i want this tree and that keystone

There really isn't much variety and choice and too many restrictions

** Which leads me to the 2th problem**

Masteries where supposed to impact playstyle

How? WIndspeakers, healers heal more, ok how does this impact gameplay? Fervor, basic attack champion still basic atatck, just harder. Strenght tank get health from farming rather then farming then buying hmmkay Deathfire dots. . . . dot more Thundelrords, burst bursts more?

None of this is impacting playstyle at all . . . Rather it increases the potency of what you were already doing anyways

This is also the root problem of the entire pile balance balancing problems we are seeing Champions who did X now do X but stronger

You could make a case for things like tank ekko or fizz but let me first point out how these things arent something new but rather a symptom of having too high base damage or otherwise overloaded kits enabling such playstayles regardless of masteries, it doesnt matter if its runes items or masteries which boost their base damage as long as it happens the playstyles emerge

Ok back on topic

TLDR! Masteries failed miserably, they didnt fullfill their intended roles as having meaningfull choices which change playstyle. Compared to previous iterations of masteries they didn't actually change. Previous masteries where statboosters. Current masteries are nothing more then GLORIFIED statboosters the only thing which did change is that we have even less choice then before. The statboosting is even bigger and now were stuck with OP statbooster of the month and many additional balancing issues ** Then what should have happened?** Mastery changes werent a bad idea, It was they way there were done which was horrible. What should the new mastery system have looked like, well different take bond of stone for example That one allows you to tank for your allies by being near them its something different we didnt have before and changes playstyle Another option would be to have a mastery which projectiles unable to pass through you, obviously because of Braum we shouldn't but you get the idea. It would change playstyle In other words these masteries would have been alot better if they where playstyle impacting passive abilities

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