How is it that the old mastery system covered more champions with less keystones and trees?

TotalJerk··2 votes·399 views

We had 9 keystones with 3 trees and Riot managed to balance them to where almost every champion had 1-3 they could use effectively. Now we have 15 keystones and 5 trees, but there are tons of champions that are suffering from a lack of synergy with ANY of them.

3 Comments

Meserion1 votes

I hate to say this but, unless a champion is in the meta or is "popular" I have a feeling Riot simply doesn't care about those champions. Or rather they will care once they rework those champions into some abomination that is a mockery of the champions you love. Sorry, but at this point is almost expected.

ProfDrDeath1 votes

Because:

A) Riot had, for the most part, two full seasons to balance the old system. Remember the first patches of Keystone Masteries? League of Warlord's, League of Thunderlord's, League of Fervor of Battle... B) There was less power in the individual systems, thus making it matter less if a certain Keystone was a less-than-perfect fit. C) Keystones were only soft-tied to certain stats.

Give it a few patches, and those who are without a Keystone right now might get one they like (example: they experimented with a Keystone that would be very helpful to Juggernauts and certain Divers on the PBE before Christmas).

Whisper871 votes

To me the new rune system and the "unique synergies and combinations" that Riot keeps talking about under the new rune system is just the next move in their recent campaign to make solo q more geared towards casuals than towards serious players. For example last season maybe Fervor and Warlord's both felt viable although situationally one better than the other. This choice didn't feel amazingly impactful either way. Riot wanted the choice to feel more impactful right? The result has been the inherent buff of niche or cheese picks. So now stuff like Predator on Rammus or Annie actually works. Or like Klepto on Nasus. Yet another in a long line of changes where Riot cannot think of ways to keep the game dynamic enough for casuals, so they make the game more "fun" for casuals at the cost of fun for the students of the game or "meta slaves" as they are called at times. Riot does not want LOL to become an equation game where you just win by choosing the correct champions and Runes, but this needs to work both ways. Like it should not be "oh he chose predator Rammus so I just picked this champ with this rune and we good" but neither should it be "Oh they chose a scaling auto attack ADC so I just chose Predator on Rammus and it was ez win".

CONSPIRACY THEORY: Riot plans on releasing clash and has also instated flex queue. My theory is they have spent last season and this off season orchestrating a world where Solo Q is only fulfilling for casuals who want to experiment with cheesy, niche, unique builds OR snowballing the game through lane and individual mechanics. And where those who actually want to focus on getting better a LOL player and strategy are forced to play in organized games to have fun. Serious players going to shafted into only having fun when they can play on an arranged team.

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