Poor Mobafire (Opinion on new masteries)

Tahyana·11/11/2015, 10:05:29 PM·1 votes·365 views

I feel for the people that now have to go back and redo all the masteries for the champs on that sight. Those people have a lot of updating to do.

(The rest is a little long.)

As for the new mastery trees...

Very interesting. They, in essence, have been gutted with a few nuances (keystones) thrown into the mix. Though this gives the potential for more individualized play, there are a few things I have noticed reading through them:

FEROCITY Some of them have been combined. I.E. Natural talent. If I read this correctly, it means that it is good for both AP and AD. This could be a benefit for those champs that are hybrid: Gangplank Irelia . This is, unless, it is only either or, but how would you even begin to code that? Vampirism: This gives lifesteal and spell vamp. Great for hybrids? I guess, but is it cumulative? From my understanding, lifesteal is mainly for AD and spell vamp is for AP. Does this allow someone like Gangplank to get double the life back? Just a question.

CUNNING If I read this tree wrong, I am sorry in advance. To my understanding, this tree seems mainly geared toward jungle or support. It gives options to buff both. I am just asking at this point.

RESOLVE This one seems to be geared for Tanks and assassins. Again, if I read it wrong, I am sorry, but that is what I am getting out of it.

Though you could argue that lesser options means more variety and the old trees made cookie-cutter champs, these new trees seem to combine a lot of the options the old ones had. I like the streamlined trees, but I don't think this will prevent the cookie-cutter type play styles of the champs.

I think this will lead to more cookie cutter and not less with the fewer options, but I could be wrong.

1 Comments

Tahyana11/11/2015, 11:49:41 PM1 votes

bump