[Suggestion] Change to Ferocity Keystone masteries - AD/AP Balance
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 (
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 (
for example), or champions with great combos, spell scaling or spell charges can take fervor for improving his damage (looking at you
) whenever they use his cds wisely, cause the 2 seconds cd (Sorry
). 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 :)
,
and
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
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)