[Suggestion] Change to Ferocity Keystone masteries - AD/AP Balance

Tecniac·4/25/2016, 2:41:02 PM·39 votes·3,910 views

As you know, the Ferocity Mastery Keystone tree and builds benefis far more AD champions than AP champions (they get benefits easier).

Spell-based champions are mainly "forced" to use "Cunning" over "Ferocity" tree, that in many cases, isn´t a income. And the 7% armor or penetration ferocity tree provides is very, very, very useful in late, compared to the flat penetration from the Cunning tree. There are dot-based champions that even decide to go for "Thunderlord" because "Deathfire Touch" is quite useless for his kit or style (Brand for burst, for example) , or just dont get benefit from other Keystone masteries.

The biggest problem lies in the idealization of these Keystones. Both "Bloodlust" and "Fervor" are focused on ad champions, or hybrids, mostly because ap don´t build for improving basic attacks. However, "Deathfire Touch" can be used equally by ad as ap champions due to their scale. Therefore I had an idea.

What I propose? This:

##Warlord's Bloodlust: http://vignette1.wikia.nocookie.net/leagueoflegends/images/4/47/Warlord%27s_Bloodlust_mastery_2016.png

Bloodlust: If your aditional Attack Damage is greater than your Ability Power, your basic attacks on enemy champions gain increasingly more life steal based on your missing health, granting 0.06% - 20% (based on Missing health) bonus life steal. The life steal against minions is 50% as effective for melee champions and 25% as effective for ranged champions, granting 0.03% - 10% (based on Missing health) and 0.02% - 5% (based on Missing health) bonus life steal respectively. Effectivity reduced to 33% in AOE damage (counting other reductions).


Essence lust: If your **Ability Power is greater than your aditional Attack Damage **, your spells on enemy champions gain increasingly more spellvamp based on your missing health, granting 0.1% - 27.5% (based on Missing health) bonus spellvamp. The spellvamp against minions is 50% as effective , granting 0.05% - 13.75% (based on Missing health) bonus spellvamp respectively. Effectivity reduced to 33% in AOE damage (counting other reductions).


ALTERNATE SOLUTION:

Lust: Your attacks and spells on enemy champions heals you, granting 0.1% - 25% healing of all damage dealt (based on Missing health), including physical, magical and true damage, with a 50% reduction from basic attacks on ranged champions.The heal from damage against minions is 50% as effective, and healing from basic attacks on ranged champions against minions is 25% as effective. Effectivity reduced to 33% in AOE damage (counting other reductions).




##Fervor of Battle: http://vignette2.wikia.nocookie.net/leagueoflegends/images/a/a9/Fervor_of_Battle_mastery_2016.png

**Fervor: **If your aditional Attack Damage is greater than your Ability Power, You gain stacks of Fervor for 6 seconds whenever you damage an enemy champion, stacking up to 8 stacks, based on the type: 1 stack for ranged basic attacks. 2 stacks for melee basic attacks. 2 stacks for ability damage (2 second cooldown). Each stack of Fervor adds 0.90 - 13.99 (based on level) bonus physical damage on-hit against champions for a maximum damage of 7.2 - 111.92 (based on level).


** Clash:** If your Ability Power is greater than your aditional Attack Damage, for every spell casted on enemy champions you gain 1 stack of Clash for 6 seconds, with a max of 3 stacks. Each stack of Clash increase your next spell MAGIC or PHYSICAL damage against enemy champions by 5% (2 second cooldown) (Max 15% increased damage). The damage increase is aplied in the next spell casted, and only one for every stack (You need to wait the 2 seconds cooldown for a 15% damage increase after you´ve 3 stacks)




##Deathfire Touch http://vignette3.wikia.nocookie.net/leagueoflegends/images/7/71/Deathfire_Touch_mastery_2016.png

Untouched. Seems pretty balanced.

What do we get with the changes? All ferocity Keystone Masteries accesible to all builds and champions. You can use one or other and you still get benefits, being ad or ap, like happens with the Cunning and resolve tree.

Wich champions get benefits of the changes? AP champions the most, but every other will get his own advantage. Weak-early ap or hibrid champions will benefit a lot from the new Warlord´s Lust, having chances against great poke or life based abilities (Vladimir for example), or champions with great combos, spell scaling or spell charges can take fervor for improving his damage (looking at you Xerath ) whenever they use his cds wisely, cause the 2 seconds cd (Sorry Ryze ). And the changes don´t harm AD champs, even increases some healing from Warlord´s lust and make his spells also a healing source (Imagine your mage healing minions, or your favourite squishy from all his kit).

No need to add new masteries. Simply creating a duality in that 2 Keystones , triggered by your ap/ad (or like the alternate "lust", available for all) you can change a lot that 2 masteries and make them accesible to all.

If i see you like this, ill explain in depth every mastery change.

Any idea, critic or comment will please me. Hope you enjoy the idea!

PD: Maybe my english is a little weird, im Spanish (from EUW) and i wanted to share my idea with you, so if you see something strange, just comment it :)

65 Comments

Kitten of Evil4/25/2016, 4:19:34 PM13 votes

I think you've identified a real problem with the masteries, and one that people identified from the beginning--they totally favor AD champs, and AP champs are left with one choice in Ferocity and one and a half choices in cunning (Stormraiders is viable on fringe cases, but usually only assassins who get in and have no escape).

I wish Riot would address this in some way, and while I think your ideas might be overly strong given the nature and higher damage of spells, I wish there were at least some options for AP mages. The whole point of the mastery changes, I thought, was to give players a meaningful choice in which Keystone to choose.

Critmaster Garen4/25/2016, 4:33:41 PM6 votes

fervor needs to scale with bonus ad/ap

its actually to a large part responsible for tanky on-hit builds going rampant the last couple of month. its a shitload of item independent on hit damage. all you have to build is rageblade and devourer and at lvl 18 you get about 350 extra damage per second from it when its fully stacked.

people think grasp of the undying was too strong for some reason, when fervor adds 4 times the damage to certain bruser builds.

Fenikkusu14/25/2016, 6:11:40 PM1 votes

To bad spellvamp will be gone soon :(. Poor Akali.

Phoenix Kotori 4/25/2016, 6:34:59 PM1 votes

There are dot-based champions that even decide to go for "Thunderlord" because "Deathfire Touch" is quite useless for his kit or style (Leblanc, for example)

.

There are dot-based champions

.

(Leblanc, for example)

When the fuck did Leblanc become a 'dot-based champion' this example made no sense, she's a pure burst mage.

P.S. Spellvamp is being deleted from items, I doubt it will be put on a keystone.

JerulEon4/25/2016, 6:50:23 PM1 votes

Nice idea. That way mix damage dealers won't be overpowered.

forresto4/25/2016, 7:36:25 PM1 votes

I think the mage half of fervor of battle here is a bad idea. there are certain champions that could heavily abuse it with low cd high damage spells, while most mages could never get the full benefit from it because they need to throw all their spells out rather than trying to rotate them. if riot did what you suggested there ryze would go crazy again.

kile1474/25/2016, 8:57:54 PM1 votes

I feel like the balancing act here is making a keystone that helps mages without breaking AD casters.

For sustain - Essence Theft: Auto attacking a target affected by crowd control (slow, stun, displacement, silence, etc.) restores 5% missing mana. Half as effective on minions. 5 second cool down.

My thinking with this is that the new catalyst item is going to provide mages with sustain for aggressive behavior, and this would synergize with that in a subtler way that wouldn't immediately break someone like Pantheon.

Rook Loux4/25/2016, 9:37:25 PM1 votes

I'm pretty sure they said they wanted to add some more masteries like they did with assassin and expose weakness.

N0TY0U4/25/2016, 10:56:39 PM1 votes

Warlord Bloodlust: The transition from Lifesteal to Spellvamp would be awkward.

Fervor of Battle: Maybe have the damage proc on single target abilities as well instead.

Tier 5 Ferocity mastery(Battering Blows and Piercing Thoughts): Champion with hybrid damage output are left out. Both masteries should be fused into one.

Overall I think every class are well served with the currents Keystones. I can't say the same for the T5 Ferocity Masteries.

Crowe Stalker4/25/2016, 3:41:58 PM1 votes

Anyone who says Thunderlords is better than Deathfire Touch for any champion has clearly never played with Deathfire Touch.

Seriously, the only champions in the game Thunderlords could possibly do better than DFT on are Malphite, Zac and Orianna who all cast at least two spells and could weave an auto in their full initiation combo anyway. It's literally less damaging than a Karthus Lay Waste on a champion and a minion (seriously, Rank 1 Lay Waste, while hitting at least two targets, still deals 40 base +30% AP ratio)

Deathfire Touch meanwhile, can do constant damage with the right champions (LITERALLY ANYONE WHO HAS ONE DAMAGE EFFECT THAT IS NOT A SKILLSHOT CAN USE THIS KEYSTONE EFFECTIVELY, THIS INCLUDES SUPPORTS)

The reason why people think Thunderlords is better is 'Hurr Durr Muh Burst' but if you actually play a game with that same champion, adjusting for harassment, not trades, I guarantee you will have better damage results.

EDIT: Reminder for all the downvoters, here's the calculations for both Masteries, taken straight from the Wiki And I'm not going to be arguing mana costs in general, you will use spells in a trade unless you are being an idiot. We could argue it on a Champion-By-Champion basis though.

Thunderlord's Decree: Hitting an enemy champion with an ability (ability damage) or basic attack (on-hit) marks them with Thunderlord's Decree for 3 seconds. At 3 stacks, the target takes 10 - 180 (based on level) + (30% bonus AD) + (10% AP) magic damage. Thunderlord's Decree can only be triggered once every 25 - 15 (based on level) seconds. Persistent area of effects, such as Crowstorm and Tormented Soil, hit with each application of damage. Applied damage over time effects, like Fiddlesticks's Drain or Swain's Torment, only hit once.

Deathfire Touch (Note the lack of a Cooldown): Dealing ability damage to enemy champions applies a bleed, dealing 1 (+ 3.125% AP) (+ 7.5% bonus AD) magic damage every half-second for a duration based on their type. Single Target: 4 seconds for a total of 8 (+ 25% AP) (+ 60% bonus AD) magic damage. Area of effect: 2 seconds for a total of 4 (+ 12.5% AP) (+ 30% bonus AD) magic damage. Damage over time: 1 second for a total of 2 (+ 6.25% AP) (+ 15% bonus AD) magic damage.

Shadow Hazard4/26/2016, 1:09:52 AM1 votes

Why not just make it an omnivore type sustain.

Spoofghoul4/25/2016, 4:57:34 PM1 votes

or just make warlords omnivamp like item 3146

0-15% depending on missing health half as effective on aoe

now its usefull for everyone