Mastery Specialization
For those of you who have never done a "random" and stacked AD on some random champion like
or
, it is proven that with right items, any champion can be an effective AD. The difference between an ADC and a random AD, is that ADCs have much longer range and have abilities that tend to scale hilariously with AD. It goes without saying, that in most cases champions don't need extra damage, just extra flavor.
Because of the recent (like several months recent) buffs to AD items, AD damage dealers have been in and out of the so-called "penalty box" of nerfs and buffs whereas the mages have been largely balanced, with a few exceptions. Its due to the fact that attack speed, critical strike, and straight damage not only naturally synergize, but also are found frequently together on items. Its not the champions themselves its the fact that those buffs to AD, caused this rollercoaster; I'm not saying we should revert it, but we should consider defining certain items for certain roles only.
An idea that has been on my mind as of late is to create mastery specializations for getting the bottom mastery point of a tree or being pure hybrid. Certain items and summoner spells would only be available to those in full Offense, Defense, Utility, or Neutral. This would still allow people to play how they wanted but open up weak points on these "problem champions. A basic idea would be as follows:
Offense Specialization:
-Gain Access to The Summoner Spell
-Can Buy
and 
Comments: Yes flash would be available only to pure offense champions. WHY?! well they're generally the only ones who need it. Sure a jungler or tank or support could get it, its nice, but it is not paramount that they get it only, its nice. A support has a ton of Crowd Control generally so they don't desperately need it and there is always
.
and
would be for pure damage dealers not some random tank who is unkillable and now critting for like 500 damage too...
Defense Specialization:
-New Summoner Spell: Focus Fire (Increase the attack speed of a nearby tower by 100% and force it to attack your enemy target. Lasts for 8 seconds on allied towers and 4 seconds on enemy towers. 120 Second Cooldown)
Comments: Tanks that jungle or are fighting lack damage particularly early game, this new summoner spell allows them to dive effectively and help secure kills. Yes you can use this on enemy towers, for hilarious moments of the enemy going "crap, I'm not safe here!".
**Utility Specialization: **
-Old summoner spell reworked: Revive (Revive a nearby recently slain ally at 50% health and Mana and increase there movement speed by 50% for 4 seconds. 180 Second Cooldown) -New Support Specific items: Description Below: Codex of Forbidden Hexmaturgy, Hexstaff of the Black Omen
Comments: Revive is back and now its improved, a support can revive an ally allowing you to potentially turn around a teamfight, allow for amazing spilt pushing, or win the game with a well-timed backdoor. Its targeted on a corpse with a highlight effect similar to Thresh's Lantern, its support specific so they can truly save lives :P. The new items will allow for a more offensive support while providing help for your lane partner; see their descriptions below.
Neutral Specializations
-Passively increase Health and Mana Regeneration by 25% for the first 10 minutes of the match -New Item: Quiver of the Young Hunter
Codex of Forbidden Hexmaturgy
+20 Ability Power +50% Health Regeneration
Unique PASSIVE: Hex Wall - Absorb up to 10 points of physical dealt by enemy Champions, and non-neutral enemy minions in a 800 unit radius. Stores up to 200 points of physical damage.
Built from:
(435 gold)
(180 gold)
Total is 435 gold + 180 gold + 200 gold buyout = 815 gold
Hexstaff of the Black Omen
+60 Ability Power +50 Health Regeneration
Unique PASSIVE: Hex Wall - Absorb up to 20 points of physical dealt by enemy Champions, and non-neutral enemy minions in a 800 unit radius. Stores up to 200 points of physical damage.
Unique Active: Hate Surge - Launch a bolt of pure magical hatred dealing 100 (+100 x your ultimate rank) + any stored damage from Hex Wall as magic damage. 120 Second Cooldown
Built From:
Codex of Forbidden Hexmaturgy (815 gold)
(850 gold)
Total is 815 gold + 850 gold +335 gold buyout = 2000 gold
Comments: These two items allow the support to build a very fairly potent late game item to help contribute damage while early provided good protection in lane. Its max damage potential is 300-600 magic damage.
Quiver of the Young Hunter +2 Gold every 10 seconds Unique Passive - Beginner's Luck: Every 5 seconds gain gold from a minion kill you missed at last hitting in the last 5 seconds.
Built From:
Nothing (base cost is 400 gold)
Comments: This item is for new players who struggle with last hitting or old players who are willing to trade stats for a boost in gold gain. Its neutral only because new players cannot reach max mastery, and hybrid juglers could benefit from this is they have lower clear times and they gank often.
That is my proposal. IF YOU DID NOT READ ANYTHING BUT THE TITLE, DO NOT COMMENT!
Edit: Forgot Neutral Perks