Any arguements in favor of this mastery system?

hi ìm groot··1 votes·255 views

Can anyone tell me why we needed these mastery changes, and if anyone is actually prefering them to the older systems?

It seems to me that having these masteries be super impactful just made this game into the balancing nightmare it has become, where every patch SOMETHING or SOMETHINGS becomes suddenly broken because a mastery was tweaked and had unintended consequences.

It's no longer as simple as... oh sion's E is hitting way to hard, lets hit the numbers, now its sions E hits way to hard because it procs arcane comet, and if we hit those numbers we effect about a quarter of the champs in the game as well.

From my point of view the changes seemed as arbitrary and uncalled for as the RNG dragons they added that change whether a game can be played early or late, with no impact from the player at all. You could say it add's depth, but for most it really doesnt because you just copy a build for a situation, leaving just the people who dont care to have another way to screw up their champions.

5 Comments

RealDeagleImpact1 votes

Consider that new runes are a few months old, and the old runes were less and have been for a longer time Before there were 9 keystones, now there are 15, making it harder to manage , and to be honest, arcane comet doesnt effect sion that much, because it still has a large cd and fairly low dmg ( max sion E does 210, comet does 100 at level 18)

  • NightFall
hi ìm groot1 votes

{quoted}

Consider that new runes are a few months old, and the old runes were less and have been for a longer time Before there were 9 keystones, now there are 15, making it harder to manage , and to be honest, arcane comet doesnt effect sion that much, because it still has a large cd and fairly low dmg ( max sion E does 210, comet does 100 at level 18)

  • NightFall

At level 1 it will add 30 damage to a 70 damage E. This mastery causes the ability to deal 140% of its original damage, and maintains around that number for most of the game. 100 damage might not be much at level 18, but 30 damage is alot at level 1.

RealDeagleImpact1 votes

Electrocute is good on him aswell think about that, his kit just being E W Q W and keystone proc'ed . Making it pretty much punishing you for staying in the back, and alot of mages can easly proc that keystone anyways, and think about an other thing with level 1 E doing 100 dmg, it deals 100, but then he has only autoattacks, alot of champion deal with 1 ability already even more then 100 dmg.

k wìx1 votes

I definitely prefer the new system. It has many benefits, I think.

1.) New Players have a much, much easier time coming to grips with the system and don't have to spend weeks to months spending resources to unlock pages / setups.

2.) Playing field is level for everyone. You have access to see the system from the get, and can learn it as you play. In some cases you could be so outclassed because you didn't have MR or Armor that you were put at a significant disadvantage before the game even began.

3.) Hidden Power. The new Keystones are all highly visible and you can get a read on what your opponent is building 'at a glance'. This was sometimes impossible without stat-checking your opponent. As an example, trying to figure out all the Quints they had plus the full path and which portions OF that path they went? Feh. Fuck that noise - This is much, much better.

4.) Expandability. Meddler said they want to add at least 13 new runes. I can't possibly imagine anyone not getting excited about this. Seeing new Keystones and Runes layered in gives the system real depth. How could you not want this?

5.) Thematic and 'Feel'. Keystones have their own power fantasy built right the heck into them which is amazing. You can't tell me that having Aery float around zapping opponents doesn't feel better than your flat '5' AD. It just has more flavor and that special sauce. (Sorry, I'm hungry!)

Plenty of points why, and I honestly feel that the previous system had its own problems. Champions were buffed and nerfed around those options previously. But hey, just a plat support main, teh heck do I know?

hi ìm groot1 votes

[{quoted}](name=k wìx,realm=NA,application-id=3ErqAdtq,discussion-id=igH467lN,comment-id=0001,timestamp=2018-03-18T21:11:55.824+0000)

I definitely prefer the new system. It has many benefits, I think.

1.) New Players have a much, much easier time coming to grips with the system and don't have to spend weeks to months spending resources to unlock pages / setups.

2.) Playing field is level for everyone. You have access to see the system from the get, and can learn it as you play. In some cases you could be so outclassed because you didn't have MR or Armor that you were put at a significant disadvantage before the game even began.

3.) Hidden Power. The new Keystones are all highly visible and you can get a read on what your opponent is building 'at a glance'. This was sometimes impossible without stat-checking your opponent. As an example, trying to figure out all the Quints they had plus the full path and which portions OF that path they went? Feh. Fuck that noise - This is much, much better.

4.) Expandability. Meddler said they want to add at least 13 new runes. I can't possibly imagine anyone not getting excited about this. Seeing new Keystones and Runes layered in gives the system real depth. How could you not want this?

5.) Thematic and 'Feel'. Keystones have their own power fantasy built right the heck into them which is amazing. You can't tell me that having Aery float around zapping opponents doesn't feel better than your flat '5' AD. It just has more flavor and that special sauce. (Sorry, I'm hungry!)

Plenty of points why, and I honestly feel that the previous system had its own problems. Champions were buffed and nerfed around those options previously. But hey, just a plat support main, teh heck do I know?

I wouldn't argue that the old runes shouldnt have been costing the same resources as new champions, that part is an improvement, but not to gameplay. Just made things easier, and could have been done in a number of other ways.

Same for second point, if old runes had been free it would have been the same.

You could always see what stats the other person brought with old rune system, just had to click on them.

Depth is not always a good thing if it doesnt bring anything to the game. There will be a correct choice for most champions, and the ones that will have the most diversity of what masteries they pick will simply be because NONE of them synergize with their kits well.

Some of the masteries do look kind of cool, but I wouldn't trade the problems they've brought for a "Ooohh" factor that only lasts a couple games before its old.

The old system definitely needed work, but I think in scrapping it, and then trying to innovate to much at once, they kind of broke the game. I would definitely like to see them just bring back the old system, or at least tone down the damage of... pretty much everything.

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