The Problem with the New Masteries

EternalFrostFire·7/17/2017, 11:17:04 AM·1 votes·224 views

It's understandable that there do need to be keystones that give champions more of what they already have because one might not want to customise the play style of their champion if they like it as it is, but when MOST of the masteries we have do this, there is clearly something wrong! Additionally, lots of the new upcoming masteries are like this too! A few too many for my liking!


I think Stoneborn Pact is excellent, well it would be if the healing was marginally stronger early and mid game (that's the only time it truly matters). It allows for different item paths and gives champions what they lack in many situations!


Stormraider's Surge is also an excellent mastery! It gives many champions what they want more of, mobility, it's fun and interactive to play around/with! In most situations, it gives champions what they lack and helps give them a more hit and run kind of playstyle, rather than just being extra damage! I love it so much because it really does let you adjust the play style of a champion like masteries are meant to!


I think Courage of the Colossus is meh, there are situations where I think it does what Stoneborn Pact does, giving certain champions what they lack, but in other situations, I just feel like it just gives champions more of what they already have (extra tankiness), which I absolutely hate. Courage of the Colossus allows me to go AP off-tank Diana. I can do lots of damage in skirmishes, and in teamfights I get extra survivability to become a bruiser. OFC I don't actually do this, because AP Diana will always be stronger (Riot doesn't like Assassins being able to become bruisers so easily), but this is just an example of the keystone's potential.


**Additionally, when all these runes do what they do in such a boring way so consistently, it becomes: Which rune does your champion proc the most consistently, rather than: What do you want more of? Mobility? Tankiness? Etc. ** It's also horrible that they do what they do in such a boring way! Most keystones are literally just random extra damage/durability rather than utility, which I think all keystones should have, in some way. There is also nothing to play around, most of us will not count the number of times we have been damaged to avoid being hurt by Thunderlords! It would be much better if an indicator was visible to make it easier for the person with the mastery to proc and for the person trying to avoid it!


This new keystone meteor at the VERY LEAST is better than Thunderlords, because it allows for some added zone control that certain mages/assassins lack. It's also much more interactive and fun to play around, it's slightly annoying for mages with hard cc though!


I don't think it should fire if a champion uses hard cc to proc it! It means that these certain champions will never pick any other keystone! Because why would you pick Thunderlords when you can have more damage than Thunderlords in one CC spell that is immediate, rather than needing three separate instances of damage? This means that, because these champs work so well with this mastery, they will never use other masteries and be balanced around it. As a result, they will NEVER be able to use other masteries without giving up power and viability because they work so well with this particular mastery!


It's like why you ever use Thunderlords as Brand instead of Deathfiretouch? There's just no point! It's like the old Thunderlords and Anivia. Why would you use Deathfiretouch when Thunderlords is just so easy to proc consistently?

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