Do you want to know what the problem is with masteries?
Masteries are a huge flop since they were reworked. Why? Well, let's look at the issues:
-Some champions utilize masteries way more than other champions
-Certain masteries are useless on most champions while others are super dominant
-Keystones have either been too impactful or unimpactful
-Damage is too easy to get while survivability is a Faustian bargain
So what does this mean? Masteries, as a whole, don't seem flawed by themselves. Some masteries give damage, like ramping up combat power. Others give utility, like movement speed in the river. And some give survivability, like a flat 50 HP. So what gives?
Now, since I've been beating around the bush until this point, you've probably stopped reading. To those who have left, I say have fun with your precious time. To those loyal readers, I will reward you for your progress by getting to the point.
#We need to classify masteries better.
Don't believe me? There is Ferocity (Power), Cunning (Utility), and Resolve (Survivability). Here I have a list of masteries that fit better in another tree:
>#Ferocity: Expose Weakness (Belongs in Cunning, based on the fact that it provides utility)
Not that bad, we can move Expose Weakness and we're done. >#Cunning: Savagery (Belongs in Ferocity for obvious reasons) Assassin (Holy crap this belongs in Ferocity if any) Secret Stash (This one is a bit shaky, but it arguably provides more survivability than utility) Merciless (Why is this even in Cunning, this belongs in Ferocity) Greenfather's Gift (More damage, belongs in Ferocity) Dangerous Game (Another shaky one, but this provides a reward for murder, which is something ferocity provides) Precision (This is Battering Blows and Piercing Thoughts' love child, both masteries in Ferocity. The shit?) Thunderlord's Decree (YES. THIS IS DAMAGE. BOY, I LIKE FILLING A UTILITY TREE WITH DAMAGE) Stormraider's Surge (This one is probably the one I can make the least argument for, but it basically rewards you for bursting someone with utility, so I'm on the fence about this one)
I just want to point out that more than half the masteries in Cunning belong in Ferocity. This is a utility tree, not a 'win harder' tree. This is a problem. But let's take a look at Resolve. >#Resolve Grasp of the Undying (Very, very weak pick, I know. But hey, it's damage for bruisers I guess. It has a larger damage than survivability component.)
So what seems to be the issue here? Well, we have one Ferocity mastery that can be taken for support-like champions (or engagers) that could be placed in Cunning. We have one Resolve Keystone that seems to be a bit misguided. Then we have 3/5 of the Cunning tree that belongs in Ferocity! Wow.
I know what you're thinking. "Well, Cunning is taken by assassins and mobile champions who need utility, and they need that damage." And the problem with masteries just reflects the problem with the game.
#Damage, Utility, and Survivability have not been separated well enough.
The game has become a literal 'who kills who first' bloodbath. Courage of the Colossus is stupidly strong right now because it allows tanks to actually do their job, but more importantly it allows them to deal damage unhindered. Poppy and Nautilus are the two most powerful tanks using Courage, and guess what they have besides CC. If you guessed damage, you guessed right.
This post is long enough, so I'll leave it at this: a utility tree should not be overwhelmingly flooded with damage masteries. Furthermore, tankiness should not be dictated by how much damage you can do while you're still alive. I'll leave the discussion up to you guys and wait until one of the many intelligent, knowledgeable people on the boards figures something out. Until then, just a thought to tide you guys over.