[{quoted}](name=only zhule,realm=NA,application-id=3ErqAdtq,discussion-id=Yz3RpEgc,comment-id=00010000,timestamp=2015-08-15T16:46:47.056+0000)
I'm curious at your logic here. You claim that it would put people at a disadvantage to not take this skill. Wouldn't it be more of a disadvantage to drop 12-20 points into the utility tree for this skill, when you are a tank/ADC/Mid. Remember you have limited resources for your masteries, i would think that kind of investment would strongly damage the damage out put of a carry and the tank effectiveness of tanks. Also let's not forget that even if they got the skill, to use it they have to be out of their lane and in an allies thus negating any gold income they would have from normal farming.
You are right in theory this could lead to 5 people cramming one lane and trying to push it all the way. So you now have 5 people, 3 of which are poorly spec'd in masteries, trying to push one lane while jungle, and two other lanes sit empty for the opponents to push at their leisure. Also i could be wrong on this but isn't experience shared among all allies in the lane? So wouldn't you have 5 people all leeching off the same base amount of experience, thus leading to the enemy team out leveling them super quickly if they play defensively? Maybe i'm wrong but i would assume 2 people could hold back the enemy team, in the early game, for a few minutes. Let's say until they hit level 4. So 5 people all sharing the same experience pool, what levels could you expect the enemies to have by this point? I expect at least 3 of the opponents would be rocking levels around 6-8, more then enough to push out a bunch of under leveled characters.
You misunderstood the strategy (and I did a poor job of explaining it). In early game, lanes will be fairly standard, with the goal of pushing down outer turrets as quickly as possible. Once a talisman is picked up, the grouping phase begins, and the team shoves waves to the second tier tower, then rotates immediately and does the same in another lane. Their goal is not to siege. Their goal is simply to get as much gold as possible from minions.
There would be a slight experience deficit, but it would be offset by the fact that the team is collectively making an average of 240 additional gold for every 6 minions in a lane. Suppose they miss some of the cs because they're all roaming as a team, so only 75% of the available gold is picked up, 300%*.75 is still 225%, and the team is farming all three lanes. In effect, the team that uses this strategy has twice the potential gold income as the team that doesn't. Even if they fall behind slightly in levels, the raw gold advantage should be more than enough to win a teamfight.
Some calculations:
Standard gold income per wave is about 120g, for 480g on the map every 30 seconds. Including cannon minions, it's about 525g on the map every 30 seconds (prior to the 20 minute mark).
In a matter of merely three minutes, there is a potential 3150g for a team to pick up by cs, split between three members. Your proposed mastery would theoretically triple this value to 9450g, split between 5. Now, some of the cs is going to die before they get to a lane, so we'll say it only doubles it instead, for 6300g. Conventionally, it takes about 8-9 minutes for three laners to each pick up one big item, not including passive gold. In that same time, a team using this strategy will generate enough gold for six big items. These calculations have thus far ignored the jungle. With a full team of 5 roaming together, jungle camps would fall nearly instantly from all of the burst, maximizing gold gain as they roam from lane to lane. The loss of offensive or defensive masteries would not be that big of a deal compared to the sheer amounts of gold that are being brought in.