@Riot Here is my Quibble. Season 6 Masteries & misc
So here I go, because I want to get this out there on the issue is.
The biggest thing I heard from you guys was you wanted the players to express themselves better by their playstyle and getting their meaningful choices. I was excited to see what the new season 6 masteries would bring but I got a major bone to pick.
There are 4 things about this season's masteries:
- 1. Limited Choices and Forced choices
- 2. Less Masteries overall to pick
- **3. **Removal of the mechanic for investing left over mastery points into the very same tree
- **4. **Keystones
Let me start with the first issue.
Before, the mastery trees used to have the mechanic of you putting a certain number of points into that tree within the first tier which will then allow you to unlock the next tier. Then after you placed more points into that tree, you unlock the next tier.
Currently, it is still the same but _doubled down on that same mechanic. _
With that said, we dip into problem 2:
It feels moreso this way, because of the amount of masteries removed and the fact some of the other masteries were just smashed together to form combination masteries and/or the big fact that you have to spend a whole extra point to 5 max in each tier (from originally 4 point max masteries) with only two options of masteries for each tier!
You also have to spend points on things in the tree that you usually don't want (a 20 second Feast or a Double edged sword mastery as an example) if it doesn't conform to what it is you're doing.
This is huge, and is felt throughout the other classes strictly because alot of the current masteries/keystones favor basic auto attackers or AD oriented champions. (A minor exception can be said for the Bond of Stone Keystone for strict tanks to a degree)
The jungle feels terrible for those that used trail blazer before, the removal of Bladed Armor for jungle creeps and the access to some points of the old defense tree like +5 flat armor/MR, the crit damage reduction and the AoE spell Damage reduction.
Don't get me wrong, I like the new oppression mastery. But it would have been nice to have the original version as well. You also shouldn't have to invest into attack speed for some junglers and tank junglers that require the need to clear camps. (Personally I think having a mastery giving you temporary attack speed against jungle creeps would help with this) It takes away from being creative with your rune setups and item/mastery builds.
Onto the 3rd issue:
Like in previous seasons, you could over invest into a tree if you really wanted to because you were playing something very specific.
Some may argue that the old season masteries didn't promote choices, but take it from me. I'm someone that didn't commonly pick 21/9 mastery sets and it was rare if I did because I had specfic rune pages for each champion tailored to different situations or playstyles.
You know what I wished happened? (and I'll tie this to the 4th issue)
- I wanted to see the Mastery trees get **BIGGER **with more masteries added.
- Returning the ability to over invest into the same tree like previous seasons.
- The ability to freely spend mastery points as you see fit (meaning there is no unlocking the tier 2 masteries by investing 5 points into tier 1 etc etc)
- More Keystone masteries added (and you can keep the mechanic of the number of mastery points invested into a tree to unlock them like it is currently)
This is my biggest beef, and although some people have their own issues but I still do think this is also a contributing factor being tied to masteries.
I don't want to get started on how it feels to ward, the MF rework and its relation to Cass rework and the overall health of the late game being dominated by early game.