Changes that need to be done to the mastery trees

Jefftiffy··1 votes·229 views

Bounty hunter: 1 -> .75% damage per champ. Make it so getting 2-3 kills doesn't completely null Oppressor.

Thunderlords: 10 -> 7 damage per level + ~~ 30~~ -> 20% bonus AD + 10% AP (Katarina ult scales 375% bonus AD max and 250% AP max which means AD should scale at most 1.5x of AP considering her ult was balanced around getting AP and not AD by having her AD scalings be high but not enough to entice her to build all AD). Right now you can get 280+ damage as a 1k AP veigar. Or 100 damage as a 333 AD champ (in a game where most items give about 60-80 AD). The average Mage gets around 750 AP max right now which is 75 bonus damage. As it is currently not only is it broken in general, but it favors AD champs.

Swiftness: 3 -> 2% tenacity and slow resistance per rank. item 3111 20 -> 25% tenacity (It needs to exist but it sucked too much gold efficiency out of merc treads).

Vampyrism: .4 -> .5% lifesteal and spell vamp. (a solution to all the damage flying around right now) We could go to .6, but I remember just how finicky Riot got when runes used to give about 6% lifesteal and this also includes spell vamp.

Grasp of the Undying: 3% max hp damage and heal every 4 -> 5s

Warriors Bloodlust: 2 -> 3s CD (solve Yasuo and crit hording champ problems by giving them a bigger window to die and not just keep ramping)

2 Comments

Nanuk Pihoqahiak1 votes

Your changes are actually pretty sound without going crazy on everything. I especially like the Thunderlord's change. I'm not sure how I feel about the Grasp change, though. Grasp is typically used top this season and is what's giving melee a lot of their staying power. It's one of the more interestingly designed masteries, imo.

Jefftiffy1 votes

[{quoted}](name=Nanuk Pihoqahiak,realm=NA,application-id=3ErqAdtq,discussion-id=f8VvnVF4,comment-id=0000,timestamp=2015-12-29T18:37:43.931+0000)

Your changes are actually pretty sound without going crazy on everything. I especially like the Thunderlord's change. I'm not sure how I feel about the Grasp change, though. Grasp is typically used top this season and is what's giving melee a lot of their staying power. It's one of the more interestingly designed masteries, imo.

But think of how awkward it is to have a mechanic that is so good at solo laning that both people are using it and it leads to them constantly trading HP all game. The reason I made it have a longer down time is to make people have to actually think about when to go in instead of meh it will be up in 4s. It's about 30 damage stolen per hit every 4s right now early game on average. Or about 7.5 per second. Dropping it to per 5s drops it to 6 per second while still leaving it alone for 4 procs in a 20s team fight late game instead of 5. 12% max hp healing is pretty strong. 15% is getting to the point where you start having the Darius problems.

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