Thoughts on Masteries and Summoner Spells in the next season
is not enough to punish a
player who just sits and farms while you are facing threats from junglers?
No problem. 9 points in offense tree will increase the damage and after investing 22 points you can use the augmented version which further decreases the healing received and reduces its cooldown by 50% if enemy dies under ignite's effect. Fear those summoners who like bathing in the blood of their opponents.
cant save you from an insane burst? The ultmate perk in defense tree will keep the shield absorbing extra damage for you, but after the duration you will receive the extra damage back within 5 secs. A skilled defensive summoner can keep his champion fighting longer than you might think.
what is this? Report this troll please. No, time has changed. A few points into utility tree make this spell not only completely fill up your secondary resource but also reduce all your ability cooldowns by 40%. Such a summoner is never short of supplies.
Want more spells? You will be able to use 3 summoner spells if you are truly a master summoner who prioritizes the maximum flexibility.
If you don't prioritize anything, an even distribution between 2 or 3 trees still makes both your spells look decent.
Just came up a few ideas about Masteries and summoner spells.
Players are summoners and it's summoners who control champions in the rift. The tweaks of champion stats are good, but right now the importance of summoners is just not enough.
I think the reason is that the choice of Masteries and Summoner Spells doesn't influence too much on the playstyle of a champion. Offense tree is not that offensive (hey the 3% dmg boost is an ultimate perk?) and defense can't save you from a certain death, not to mention utility which probably only supports invest many points into. No matter which tree you choose for your champion, your playstyle won't change much in the game. Bursty mages are still fragile and tanks won't do much damage in most cases.
I know those champions are designed to serve a specific role, but summoners should make their playstyles more flexible. The balance problem among Summoner Spells also limits the possibilities of champions in the league.
The battle in the rift is not just about mechanics and strategies. It can also be an awesome spell battle among summoners of different specializations, too, just like a classic duel between two wizards.
P.S: Another idea about the next season: wards spamming in this relatively small map is a real problem. Why can you control the jungle so easily? Just a few key brushes and you are free to roam and counter jungle unless the enemy team uses pinks. How can your ward even past a huge wall? No way. I think a champion is able to place a ward only under his/he/its feet. The jungle should always be unpredictable and dangerous. Unless you are a certain type of champion you can't walk freely into the enemy team's jungle and I will be even more cautious if their team can place a lot of traps.