Keystone Masteries
I can't be the only guy who's noticed this, one third of the Keystone masteries (Thunderlord, Grasp of the Undying, Strength of Ages) are just inferior little tweaks to the ones we're allowed to play (Deathfire, Warlords, Bond of Stone). The numbers very clearly skew wildly in favor of one mastery over another in all of these cases.
Dictating a max of 5 points per tier removes all creativity from masteries. What if I'm a jungle Jax and I actually want 5% to both attack speed and CDR? I'm not stacking crit, I'm not hitting someone 8-10 times and I build on-hits over AD/AP, so you know what that means? That means an entire set of Keystones do nothing for me. I'm not gonna pop somebody by a third in >2 seconds, I don't have heals or shields, and Thunderlords is 1/8th of a single proc of Grandmasters Might...every 30 seconds. So Cunning offers me nothing either. Well, let's try resolve: I'm not gonna stack hp, diverting damage from an ally to a carry is just the opposite of how carries work and...hey. Strength of Ages might actually be...oh, nevermind. The game is completely decided by 10:00 and I'm jungling. So I'll never get it stacked anyway because I'll lose all my jungle to the enemy team if we're behind and my adc will swipe half my jungle if we're not.
How did we go from nearly every champ being viable to...this? It's kind of sad, really.