Three Columns per Mastery Secession
After seeing the resent added trait for assassins, to allow more damage when alone. Why not just add a column for each Keystone.
If you want to play an assassin, why not just go down the assassin part of cunning. With alone damage, and more damage for missing health, and dangerous game. That leads to (What I think should be removed and changed for a stronger Keystone) the assassin keystone.
This way, you can give more mastery choices aside of one that I have to pick because it's the only thing there. An I believe you can balance the jungle with it as well, to allow junglers to have there own keystone ability that gives them more damage for objective control, like taking rift heralds, and dragon. To actually give more reward for not just ganking lanes, which is one job, but also controlling the map to force plays if need be, which is another.
To cement into new players, that ganking isn't the only MAIN goal as a jungler, but also taking Dragon, Rift Herald and Baron.
I would like to see masteries that CEMENT the players goal of the champion in the game rather than give me small increases I feel I don't need. Like the per level is nice, but if you gave me flat Attack damage at the start instead for my ADC an Jungler would be great. Or more HP an Tank in the resolve, instead of +15 movement in brush? Would be most gracious an be, I think, highly appreciated.
EDIT: Was thinking about it, an if enough objectives is taken. Your gain an Empowered Smite from "Thunder-lords Decree". Like
After slaying 4 Massive Creatures. Your smite Item is now given a bonus ability / affect to the item including the effect of certain smite items gain bonus effects.
Chilling Smite: *Not only slows and steals the targets Movement. But increases the slow amount over time to X% and reduces there resistance by small amount X%
Challenger Smite: *Not only deals True Damage, and reduces damage taken. But also grants bonus Attack Damage and Ability Power increases the effects of Lifesteal, Spellvamp and resets the smite if the target is killed within a certain amount of time.
Warding Smite: *Not only gives two wards. But if you can now destroy, or deal 3 damage to Pink wards an Green Wards with smite. If a ward is destroyed, you change that ward into a 1 HP 3 minute ward of your own, and gain a small amount of bonus gold for destroying the ward.
An you can also possible empower the enchantments to smite items. (Or can by the buy at the shop to gain three different affects to gain three different buffs)
Warrior: 1* Gain more Attack Damage and Bonus CDR, and also receives spell vamp. that also give the phage effect.
2* Gain bonus Critical hit damage of 25% and +20% Critical strike chance. An critical hits berserk the champion giving them a red aura around them. Increasing there Move speed for a second
3* Gain bonus Armor Pen. an Attack Damage. Champion attack causes there hit to hydra, and reduce enemies armor by 10-15.
An other such affect to also give jungle items a bit more late game ability aside of Sated, while also keeping Sated and giving it a stronger effect one you kill for big monsters that gives the champion increasing attack speed and damage in each kill.