Mastery Tree -mechanics- suggestions, no full-on reworks inside.
Elloooo~ I'm Jinsey Loh-han!
Sorry, I lied ...
Jack here.
This time I'd like to suggest some mechanics for the season 5 Mastery Trees.
Mechanics only, meaning I want to suggest how you could make the Mastery Tree system itself more interesting.
I do not want to offer some full-on rework suggestion (though I might do that someday as well, too...).
Just read the suggestions^^, you'll get what I mean.
Thanks :)
Suggestion 1 - Coin Masteries
These are masteries that have two effects, like two sides to a coin. You can only have one effect or the other.
They'd probably have a 1 rank maximum to make things simple. Once you put the point into it, you click on the mastery again to get the other effect.
Here's a picture:
http://i.imgur.com/fGxjPoP.png
I only used Vampirism as an example because it's hybrid.
If you clicked on it again the '+2% Spellvamp' would become white and the '+2% Lifesteal' grey.
It's a good way to save space, and it opens up some interesting paths in how Riot could design the next Mastery Tree :)
Out of all of my suggestions (more to follow) I actually like this one best. It's simple and cool :D
Suggestion 2 - Ranked Masteries
Currently almost all of League's Masteries follow a simple principle when ranking up.
It's mostly 33/66/100% - like with Meditation, +1/2/3 MP5 - or 40/70/100% - like with Hardiness, +2/3.5/5 Armor.
A more complicated version of this would be 'Ranked Masteries' (stupid name, I know).
It works something like this (exaggerated):
Vitality
Rank X/3
Rank 1: +12 Health
Rank 2: +8 Health & 1 HP5
Rank 3: +10 Health & 1 MP5
Every rank grants you different bonuses, following no specific pattern. Depending on what effects you want you put more or less points into the mastery. A mana-less champion would only put two points into Vitatiliy, while one with Mana might put three into it, if they want .2 more mana per second.
It gives putting more points into a mastery with multiple ranks a greater reason than simply wanting a higher bonus.
No picture this time :(
Suggestion 3 - Timed Masteries
These redefine 'early game'.
They would offer really strong bonuses, but only for a given time.
Here's an example:
Adrenaline
Rank X/3
Grants 6 Health Regen per 5 seconds and 5 Movement Speed when in battle.
You lose this effect after the 6/9/12 minute mark.
They're weird. They can make you into a complete lane-bully, at the price that you'll lose the bonus after a while.
But that's still too risky, and so I suggest that this concept would only put into the Defense or Utility Tree, because they're intended to serve different purposes than making the strong stronger.
Imagine you got counter-picked, hard, in ranked. You just know that Teemo is gonna ruin your laning phase and so you get this mastery to get over the laning phase.
Here's another example:
Scavengar (somewhere in the defensive tree)
Rank 1/1
+3 gold each time a nearby enemy lane minion dies without you granting the killing blow.
This effect ends at the 12:20 minute mark.
This can help if you're against a lane bully, but it's also useful for supports, since they won't be near minions that much in the late game anyways.
(Sorry, this is a semi-rework. I just want to make the concept and its best uses clear.)
Suggestion 4 - Quests
This is fairly simple. Everyone knows them, League has a few of them. They're kind of the basis for a lot of video games.
I made a horribly-written thread about them a while back, here, if you want to take a look at it.
I'm not going to make any examples, I think Riot would know how to add quests.
That's all.
I hope you'll consider using these 'mechanics' for the Season 5's Mastery Trees.
Thank you for reading,
Jack :)