Mastery Ideas (Add your own!)
So.... Thunderlord's is nearly an auto-pick atm. But it's not really all that broken on it's own. It mostly that Thunderlord's pairs well with the early-game meta and Precision. Early-game meta will ease off as preseason changes go forward, but there's still a problem with Ferocity...
And most of this problem is Ferocity's keystones. Two of them are effectively auto-attack enhancers, and this is what really needs to change. For a start, it limits options for AP and ability-focused champs. For another, these two masteries overlap greatly and compete for intended niche. When that happens, people will always pick whichever of the two is currently stronger.
So, first suggestion: Ditch Warlord's Bloodlust. It's bad for most champions because it relies on crit, which is scarce early game and makes it a trap for most champions because they effectively lack a keystone until at least their first back. It's also going to inevitably force crit-based champions like Trynd and Yasuo to be balanced around the Keystone, which limits their options and ties them to the mastery (which will cause problems if the mastery needs adjustment later). Finally, few people really enjoy crit in the game, as it's just an RNG aspect that can arbitrarily win trades and lanes.
I'm fond of replacing it with Thunderlord's Decree, directly. It's a flexible damage keystone that suits burst playstyles for both AD and AP users, but isn't as suited for extended fights as Deathfire or Fervor. Each mastery will entirely different niches and roles, which just enough overlap to have some freedom of choice.
So... what to replace it with, in the Cunning Tree... Windspeakers and Stormraiders are both niche, but Winderpeakers is strong in that niche. And Stormraiders is being buffed until it's functional for it's purpose. So we have a mastery for escaping after burst, and one for healers. We need something that's useful without being stepping on the intended roles of the other two trees (raw damage and tanking, respectfully).
Let's toss out some ideas, aye? Here's a quick n' sloppy one to just get the ball rolling. -Hunter's Mark: Your first attack against enemy champions slows them by 25% for 4 seconds and halves their movement from dashes. This slow stacks multiplicatively with other slows. This cannot affect the same target more than once every 20 seconds.
Again, just a quick and dirty one to get the type of idea: Neither damage nor durability should be the selling point. Utility-type effects are the aim, here.
or just barely stopping the enemy from running and getting a single free auto in if you have higher than 2.0 attack speed (which only applies to
), while not giving any direct combat bonus.