Poor Mobafire (Opinion on new masteries)
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:
. 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
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.