Seriously 50% of this games balance issues would be clear if we just removed keystone masteries
Tittle.
Tittle.
I miss the old mastery system.
The defensive tree actually had many useful masteries which scaled well throughout the game. It was of similar strength as the offensive tree.
RIP gold gen supporting
RIP 30/0/0 and 0/30/0 Masteries.
Lol 30/0/0
More like
21/9/0
Or 9/21/0
Actually, many champions would put 30 points into one mastery tree.
Examples for 30/0/0:

These were generally offensive champions who scaled well with both AD and AP.
Examples for 0/30/0:

These were primarily fighters and tanks who wanted survivability and sustain for laning phase and teamfights.
RIP EXP mastery for supports.
we didn't had keystone masteries before last season... guess what? we still had plenty (if not more!) balance issues
we did not have more balance issues
[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=mZppOjbR,comment-id=00000000,timestamp=2016-12-04T18:35:17.453+0000)
we did not have more balance issues
says who? you? please, the game was just as bad balance wise back then
no tank assassins
ADCs weren't nearly as cancerous
no bruiser mADC

none of these things were an issue until keystones
I'm pretty sure the devourer meta was before keystones were introduced, and there were HORRENDOUSLY broken junglers. warwick would come bot at level 6-7 with devourer/red smite and LITERALLY one shot an adc. smite+r would actually kill them alone. Then there was the time where master yi was too cancerously strong, even up into high diamond he was stomping.
And of course there was old kassawin. Old Rengar. The entire fucking cinderhulk meta where every tank jungler was a god.
Selective memory, tsk tsk.
Not saying stuff is balanced now, but it isn't JUST key stones that have broken it.
Feral Flare and Devourer were a different can of worms that Riot refused to kill instantly.
Old Rengar wasn't any worse than the "new" Rengar or "new new" Rengar.
Cinderhulk meta was possibly the most balanced in a while.
The cinderhulk meta at the start was not. After tuning and nerfing some, it was probably the most balanced and diverse in a while (until new devourer)
TBH even at the start of the Cinderhulk meta it was less cancer than the Lee Sin centric shitfest that preceded and followed it.
3-Q Rengar was worse than new Rengar or new new Rengar. Remember, 3Q Rengar didnt have the vision or even a "!" when ulting while having more burst than current 5-bonetooth Rengar. Plus his E was a point and click.
Ekko wasn't a tank because of keystones.
ADCs weren't cancerous because of keystones.
Yasuo wasn't a bruiser because of keystones.
Yasuo was a bruiser because of keystones.
Fervor of Battle was half of his damage output.
Actually the consistent damage of fervor is one of the biggest reasons tank yasuo was so successful.
don't forget the juggernauts
and holy shit CertainlyT's ADC
bull-shit...
are healthy champions
Oh yeah, for sure! http://i3.kym-cdn.com/photos/images/newsfeed/000/925/494/218.png_large
they are
Darius more than Garen but they are good
you accidentally left out the http://i3.kym-cdn.com/photos/images/newsfeed/000/925/494/218.png_large again lol
theres been balance issues since the start of the game, and league will never EVER be balanced. things are always considered "broken" on every patch. thats why everyone tosses around the word "meta" because you play what is the strongest. you dont blame masteries for balance issues, and you dont gauge how much exactly of the balance issues will be fixed if you just do 1 little thing that some insignificant little edgelord spouts on a circlejerk riot hate thread
before masteries it was tank meta and tank meta was litteraly the most diverse and fun meta with teamfight oriented teams, peel supports popular, many jungles and top being picked and then guess what came? Thunderlord meta. So fun!
[{quoted}](name=L0ve Is Blue,realm=NA,application-id=3ErqAdtq,discussion-id=mZppOjbR,comment-id=00000001,timestamp=2016-12-04T20:48:07.536+0000)
before masteries it was tank meta and tank meta was litteraly the most diverse and fun meta with teamfight oriented teams, peel supports popular, many jungles and top being picked and then guess what came? Thunderlord meta. So fun!
Yes Sejuani auto winning games because she spent 1,000 gold was so fun x3.
JK.
Let's be honest she was banned almost everytime and when she was the jungle meta was super diverse
[{quoted}](name=L0ve Is Blue,realm=NA,application-id=3ErqAdtq,discussion-id=mZppOjbR,comment-id=0000000100000001,timestamp=2016-12-05T01:04:24.215+0000)
Let's be honest she was banned almost everytime and when she was the jungle meta was super diverse
Negative. If she were banned they just dropped down to the next guy with 3,000 life that could 1v3 after spending 1,000 gold.
And if all of them were banned they'd do this:
and 1v5 anyways x3.
[{quoted}](name=L0ve Is Blue,realm=NA,application-id=3ErqAdtq,discussion-id=mZppOjbR,comment-id=00000001,timestamp=2016-12-04T20:48:07.536+0000)
before masteries it was tank meta and tank meta was litteraly the most diverse and fun meta with teamfight oriented teams, peel supports popular, many jungles and top being picked and then guess what came? Thunderlord meta. So fun!
yes so much fun having tanks dealing as much damage as an actual damage dealer while also being tanky as hell! good times we had before the keystone masteries! Peel supports popular? sorry but keystone masteries weren't the reason they fell out of flavor. Many jungles? yep that same 2~3 junglers that were being picked sure were a nice variety!
i agree, keystones were a horrible idea. riot sticking to them despite their plethora of inherent problems proves they really want to run their game into the ground
[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=mZppOjbR,comment-id=0003,timestamp=2016-12-04T18:35:46.909+0000)
i agree, keystones were a horrible idea. riot sticking to them despite their plethora of inherent problems proves they really want to run their game into the ground
[{quoted}](name=L0ve Is Blue,realm=NA,application-id=3ErqAdtq,discussion-id=mZppOjbR,comment-id=,timestamp=2016-12-04T18:29:26.358+0000)
Seriously 50% of this games balance issues would be clear if we just removed keystone masteries
lol no
I love big ol tittles
Personally enjoy the keystones, actually. Been playing since Season 2 and I prefer keystones and find them interesting.
Them some nice tittles you got, hun.
Let's remove masteries and runes. Make it so it's just champion balance.
Runes are fine, imo.
Runes are INFINITELY worse than masteries.
I honestly don't think half these people have played long enough to flee in terror from a kass with silence...
Sure, we had busted stuff like Devourer, and old Cinderhulk, and a few fringe cases like Kassadin and such, but back in Season 4-5 we didn't have the absurd damage creep we do now, a shit-ton of removed items in favor of cancerous new ones, cycles of oppressive class reworks, every new champ being both safe and high-damage, and plenty of other questionable balance decisions.
Thanks to keystones we've seen tanksassins, probably every mage, fighter, and ADC being balanced around TLD and Fervor, every tank balanced around Grasp and CotC, and a jungle meta where if you didn't take SotA you were subpar. Keystones have warped how League champions are played and balanced when it should be the opposite - masteries should be tailored as minor in-game buffs, not gameplay-altering effects half of which could be champion passives.
Totally agree.
thunderlords is dope
but i would rather it be on a high priced item
that shit is way to good and ruins the way the game works
one small combo = half your health bar
Good idea on paper, but bad execution.
Agreed. Anivia was fine balance-wise and was hardly touched until Keystones were introduced. Then she gets nerfed over and over because of how well she synergizes with TLD. And then she gets a fuckton of band-aid fixes like the MYMU and another mini-rework last patch (which was overall a buff but doesn't feel like one because of how clunky she is to play now.)
Pretty sure TLD is the reason Anivia got a bit too oppressive (that and the slight E range extension which was bypassed by most). And now her kit's been all messed up after 6 years of never being a real issue. Thanks keystone masteries
It wasn't about TLD imo, it was about taking 300 + 100% AP point and click burst damage from 600 range from her E on a relatively short cooldown if she used ER or RE.
Riot has been nerfing targeted point and click skills all season. And I don't disagree with their approach, though I'm not sure if Anivia received enough compensation. She's seems objectively worse than old Anivia in almost every conceivable way.
She definitely needs compensation in some ways. The RE combo was disgusting, but they can buff somewhere else in her kit (Maybe make her E feel more rewarding to use against targets she successfully chills via Q or fully formed R?)
Like I get it wasn't extremely healthy, but before season 6, it did less damage cause TLD wasn't there. She also has like no AP in the laning phase because she's forced to buy mana items, and it isn't 300 base damage until laning phase is about over.
To be honest, one thing that is overlooked is I think they shouldn't have increased her q missile speed. Yeah it's still slow, but before it really did make her much more vulnerable pre-6 so she had to actually survive before level 6 where she actually could trade more reliably.
And that's the thing. RE was doing tons of damage (probably could've been nerfed slightly more) - but it was her only form of reliable damage, and at a shorter range than most other mid lane mages (and was a really nice way to try and deal with mobile assassins, cause otherwise they counter her almost too well).
Right now nothing in her kit is reliable at all, which means she's now a farm bot who prays the enemy team is dumb enough to stand in her ult in late game teamfights.
I know I'm a filthy Anivia main, so y'all are probably like "cry more," but Anivia was my first champ I bought with IP, and my all time favorite. Her kit has gotten minimal changes for 6 years, and garnered a very dedicated playerbase. It flowed well with itself and required _a lot of skill to play to perfection. _ These changes just feel like malzahar and syndra to me: changes for changes sake that nobody asked for, so of course I'm gonna feel a bit passionately.
Unpopular opinion here, but I actually love the keystone system.
The old system was mostly micro-math optimizations which gave no ingame interaction (dangerous game is probably the only one that did). With the exception of hybrid champs/Mundo, you would have 1 page for ADC, 1 page for mages, 1 page for tanks, 1 page for fighters, and 1 support page.
With the keystone system, you are presented with DISTINCT choices that have a REAL impact on your playstyle.
Keystone having balance issues isn't a reason to get rid of them. Riot can always buff or nerf as needed, and TBH they do a pretty good job at it. At the end of the day, keystone masteries are superior to pre-s6 masteries by a long shot, because they give players playstyle choices.