About the new Masteries...
Hey guys/Riot,
I decided to share my opinion about the new masteries, though it may not be interesting or valuable to everyone, but anyway...
I hope I can be of some sort of help... I'm going to refer to the trees as ''left, center and right'', as their names are being changed (or so it seems).
Also, I followed the ''omg, which one should I choose, they're both so good'' chain of thought, which is the same chain of thought that Riot were going to use in this new season, if I'm not wrong.
Keep in mind that this is going to be a huge thread, so please, bear with me...
LEFT TREE
Recovery (2 Health/5s) or Uniyelding (+6% bônus armor and m.res) I suppose that for tier 1 masteries, those are fine, but I think Uniyelding is more useful after you've reached mid game, leaving Recovery completely behind. Perhaps if Recovery were to recover 3HP/5s, it would be more like "omg, which one, which one?!".
Explorer (Receive +12 mvspeed when in river or brushes) or Tough Skin (-2 damage from champions and monsters) For me, I think it's pretty obvious that everyone is going to choose Explorer over Tough Skin, as most fights occurs in the river or in places where there is a lot of bushes. To even things out, I think Riot should reduce the movespeed obtained from Explorer to 10 points, and making explorer reduce -2 damage from champions, monsters and minions). Again, that would make people think a lot about which one they should pick. If you're playing as Rengar, Xin Zhao, or any jungler that is not exactly tank, that would be a fun dilemma.
Runic Armor (+8% bônus to all shields and healing on you, including lifesteal) or Veteran's Scar (+6% max HP) Nothing to declare here. Both masteries are pretty good for tier 3 ones.
Insight (15% reduced cooldown on summoner's spells) or Perseverance (+50% health regen, up to 200% when below 20% health) Now here... I can see that almost everyone is going for Insight, since we already have Perseverance and nobody takes it. The reason why It's because nobody wants to be even near 20% health for this mastery to come into play. And once you've reached 20% health again, you're back to 50% more HP regen based off your base status. I suggest that Perseverance comes into play whenever you're below 30% of your max health. Really needs a buff, since only tanks would benefit the most from this mastery, as bruisers have no ''beefyness'' enough to really feel the mastery in action. They would end up dying before the mastery could be of any real help to them.
Swiftness (15% tenacity + slow resist) or Legendary Guardian (+3 armor/mres per nearby enemy champion, according to surrender at 20 site) For me, it's kinda obvious that most people are going to pick Swiftness. Bear in mind that I do not know if there's been any changes to Mercury Threads, so I'm assuming nothing happened so far. Anyway... I think they should buff Legendary Guardian up to +5 armor/m.res per champion nearby. It's a tier 5 mastery and aside from Tanks, that suffered a lot this season due to the nerfs on Cinderhulk, nobody's gonna make it to this point, unless that person refuses to take one of the Essential Masteries, which's absurd. Tanks should receive some love, as there's plenty of itens that destroys them now.
Grasp of the Undying (Every 4 seconds in combat your next attack against an enemy champion steals life equal to 3% of your max Health [halved for ranged champions]) or Strength of the Ages (Large monsters and siege minions that you or nearby allies kill grant you 25 and 10 permanent Health respectively [300 max]. After reaching the max bonus further siege minion kills restore 100 Health) or Bond of Stone (+4% Damage Reduction. While near an ally this bonus is doubled and 8% of the damage they would take from champions is dealt to you instead [cannot reduce you below 15% Health])
Nothing to declare. Some nice options here.
CENTER TREE
Wanderer (+3% movement speed out of combat) or Savagery (up to 5 more damage upon using spells or attacking minions and monsters) Pretty, pretty clear that nobody is ever going to choose Wanderer over Savagery, simply because it's not worth it. Using 330 movespeed as a base, we get around 10 flat movement speed that only works when you're not in combat. Useless, really. Even supports like Braum or Alistar would benefit more out of Savagery, because they will be able to last hit more efficiently when the adc's are in the fountain, healing and buying itens, thus getting a little more gold. Also, if almost every member of the team gets this mastery, killing Dragon will be way more easier than It is. Fights would occur more often in Dragon's/Baron's pits. My suggestion is a buff in Wanderer. Make it 5% more movement speed when out of combat. That way, it wouldn't even reach 20 flat movement speed that we have today, but it wouldn't be useless at all, specially for supports.
Runic Affinity (Buffs duration increased by 15%) or Secret Stash (Cookie mastery that we have today) Honestly, I don't know what to say. If someone's ever going to neglect other masteries to get these (not counting the support), there is something really wrong. That person in question needs advice. Nobody takes Runic Affinity nowadays (and by nobody, I mean average/experienced players/really experienced players). Again, aside from a buff in this mastery, I can't think of anything else. About the cookie mastery, it's fine as it's ever been.
Merciless (Deal 1/2/3/4/5% increased damage to champions below 40% health) or Meditation (Once every 5 seconds, regenerate 0.3%/0.6%/0.9%/1.2%/1.5% of your missing Mana) Pretty solid options here. Nothing to declare. Both seems very good for me. Still, I suppose AP mids would rather choose Insight over Merciless, unless summoner's spells receive a buff on the cooldowns.
Bandit (Gain 1 gold for each nearby minions killed by allied champions. Gain an additional 3 gold [or 10 if you're melee] when hitting an enemy champion with a basic attack {Cannot occur more than once every 5 seconds}) or Dangerous Game (Champion kills and assists restore 5% of your missing Health and Mana) For me, Bandit was never an option, simply because Poke Supports, such as Sona, Karma and Zyra have been out of meta for quite a while now. And once the enemy team gets their first core itens, this mastery gets useless, as the laning phase is over and you won't be poking as much. I think the should change this for gold per second mastery. That would create another fun dilemma for supports. For me, it's pretty clear that Dangerous Game is way more powerful.
Precision (Gain 0.6/1.2/1.8/2.4/3 + 0.06/.12/.18/.24/.3 per level Armor and Magic Penetration) or Intelligence (Your Cooldown Reduction cap is increased by 1%/2%/3%/4%/5%, gain 1%/2%/3%/4%/5% Cooldown Reduction) Do I really need to point out which one is superior? Really? Precision needs a huge buff to even be considered an option. It's a tier 5 mastery, and as far as I know, runes aren't going to receive any changes. This mastery is useless, really.
Stormraider's Surge (Dealing 30% of a champion's max Health within 2 seconds grants you 35% Movement Speed for 3 seconds [10 second cooldown]) or Thunderlord's Decree (Your 3rd attack or spell on an enemy champion shocks the area around them, dealing 10 damage per level plus 20% of your Bonus Attack Damage and 10% of your Ability Power as Magic damage to enemies in the area [30 second cooldown]) or Windspeaker's Blessing (Your heals and shields are 10% stronger. Additionally, your shields and heals increase your target's resistances by 15% for 3 seconds when used on an ally other than yourself)
Stormraider... well, aside from a Lichbane Sona, is it even possible to take out 30% of a enemy max health without spending everything you got? In the early game, it's ok, but... once you've reached mid game, it's not going to happen that often. I don't think that mastery is really worth it. As for Thunderlord Decree's, seems nice, really nice, but just for early-to-mid-game-point. Now, about Windspeaker's... loved that one. Pretty pretty nice mastery. <3 I think they should buff the other two... for Stormraider, reduce the requirement to 20% of enemies max health, and for Thunderlord, dealing % max health damage, because your enemies won't really get behind in the early game and you'll still deal some damage in the late game. Perhaps 2,0% max health, I don't know... 2,0% of 600 is nothing, really. Like, 12 or 13.
RIGHT TREE
Fury (+0.8/1.6/2.4/3.2/4% Attack Speed) or Sorcery (+0.4/0.8/1.2/1.6/2.0% increased Ability and Spell damage) Nice ones for tier 1 masteries, but I'd buff Sorcery just a bit, considering that some AP itens are getting nerfed. I think 3% increased ability power and spell damage are ok. Rabadon's getting 300 gold more expensive... some AP itens don't give as much AP as they used to, so... AP mids won't feel they're not as useful as they were before.
Double Edged Sword (Melees deals an additional 3% damage and takes an additional 1.5% damage. Rangeds deals and takes an additional 2% damage) or Feast (Killing a unit restores 20 Health [20 second cooldown]) Also nothing to declare. Pretty much what we already know.
Vampirism (+0.5/1.0/1.5/2.0/2.5% Lifesteal and Spell Vamp) or Natural Talent (+2/4/6/8/10 Attack Damage and +3/6/9/12/15 Ability Power at Level 18 [0.11 to 0.55 AD/lvl and 0.16 to 0.83 AP/lvl]) I can't picture any situation where someone would pick Natural Talent over Vampirism, considering the new items. Really not worth it, also taking in consideration that Riot does not wants the games to last "forever". Huge buff needed to Natural Talent, to even be considered an option. It's tier 3 masteries, c'mon.
Bounty Hunter (You deal 1% increased damage for each unique enemy champion you kill) or Oppressor (You deal 2.5% increased damage to targets with impaired movement [slow, stun, snare, taunt, etc]) Nothing to declare. Pretty good options here.
Battering Blows (+1.4/2.8/4.2/5.6/7% Armor Penetration) or Piercing Thoughts (+1.4/2.8/4.2/5.6/7% Magic Penetration) Also nothing to declare. Nice!
Warlord's Bloodlust (Critical strikes heal for 15% of the damage dealt and grant you 20% attack speed for 4 seconds [2 second cooldown]) or Fervor of Battle (Your basic attacks and spells grant you a stack of Fervor for 5 seconds [max 10 stacks]. Each stack of Fervor adds 1-8 bonus physical damage to your basic attacks against champions, based on your level) or Deathfire Touch (Your damaging abilities cause enemy champions to take 6 + 50% of your Bonus Attack Damage and 20% of your Ability Power in Magic damage over 3 seconds [Area of effect and damage over time abilities apply half of this damage over 1.5 seconds instead])
OMG options here. Still, I have the feeling that AP mids won't be really dealing a lot of damage this season. Seems like Riot really enjoyed the ''ap-utility champions helping their team mates". Dunno why. Perhaps if they buffed the time... instead of 1.5 seconds, 2.0 seconds. I'll have to wait and see.
Well... Thanks for reading it all, if you made it, hahaha. Sorry for such a long text. Hope it was useful somehow. Hope Riot would take this in consideration when making some changes in this ''pbe-time-for-tests''.
Thanks for your patience! =*