Did no one test the new masteries before they were released?
Why did you let people like
so easily abuse DFT? Why did you let people like
be able to proc Thunderlord's with a single ability? Why do
soldier AAs proc DFT, but
turrets only proc it on their lasers? Who thought that nerfing Fervor of Battle to make it near impossible to use decently was a good idea while leaving the other ones fine? Who thought giving someone who builds hp a damage source based on their max hp and heals them only a 4 second CD was a good idea?
In fact who thought that putting so much into masteries was a good idea in the first place? Why did we go from something that didn't really matter, to something that makes or breaks a lane? It's essentially adding 9 new items to the game. Where you pick and choose from the best, the worst, and the average where nothing has a real choice. If you are manaless why would you ever take biscuits? If you are an assassin why would you ever take a MS boost over the extra ability of damage. If you are playing ADC why would you ever take fervor over thunderlords? Why would you ever take Strength of the Ages over the other 2?
Why is the middle tree so damn all over the place (it's like support/damage/jungler)? Why is the left tree pure damage then the right tree tank/support/jungle?
This is almost as poorly thought out as the warding changes which we all know the problems of that (unless you are one of the noobs who never warded to begin with and had to be told to upgrade your trinket or to use it). I know this is kind of late, but I mean the point is still pretty valid.