S7 new keystone Ideas (V 2.0)

Cherysse·7/23/2016, 11:48:53 PM·3 votes·1,146 views

#Ferocity Tree:

http://vignette4.wikia.nocookie.net/leagueoflegends/images/8/8b/Tough_Skin_mastery_s4.png/revision/latest?cb=20131122000334 Soulstealer: ok give me Ideas for this one, I had it as a permanent Mejai thing but I don't know if it fits! give me your ideas for something like this.


#Cunning Tree:

http://vignette4.wikia.nocookie.net/leagueoflegends/images/4/4b/Bandit_mastery_s4.png/revision/latest?cb=20131125153842 Mercenary: you get 15% extra gold from all sources and you start with 150 bonus gold, also replaces all of the Elixirs in the shop with more powerful and expensive versions that grant double the bonuses (cost 1250 gold).

item 2138: 600 hp (from 300), 35% Tenacity (Instead of 25%), Iron Path now affects your movement speed too and grants more of it. item 2139: 100 AP (from of 50), 20 Mana Regen (from of 15), Sorcery deals 40 damage (from 25), and has a 2 second cooldown (from 5). item 2140: 60 AD (from 30), heals for 25% of the physical damage dealt (from 15%).

Context: once I get fully into cunning I feel I'm stuck with Thunderlord's Decree, and honestly I want to have another option, this one fullfills a late game fantasy, since these Elixirs will be expensive and are only available after level 9. This one also helps supports that are not exactly healers and that don't want to go full burst, I am not even taking Stormraider into account because it takes too much to proc it so it is not viable in many champs. Also those 150 bonus gold may allow you to start with different items.

Math: For each 100 CS you get 225 bonus gold. For each Champion kill you get 30 bonus gold. for each 10 seconds you get 1.5 bonus gold.

Always remember you are exchanging relliable raw power for gold and a better late game.


#Resolve Tree:

http://vignette3.wikia.nocookie.net/leagueoflegends/images/5/50/Oppression_mastery_s4.png/revision/latest?cb=20131122000409 Cut Wings: your attacks and abilities reduce the enemy movement speed by 5 to 12 for 3 seconds, stacks up to 5 times, half of that duration for ranged champions. Each stack reduces the effective range of movement abilities by 10%, max 50%.

After the enemy champion uses a movement ability there is a cooldown of 6-3 seconds before other of it's movement abilities can be reduced (meaning that after a mobility ability is used there is a cooldown before other can be halved, so if you use flash it will be halved, but then your next ability will serve fully).

This means that after 5 stacks enemy champions affected by this will be slowed, and also whenever they use flash or any movement ability it will leave them at mid distance, so they will have a harder time to scape.

Context: I make this suggestion because... well, Strength of Ages feels too generic for junglers now, and some champions just need a bit of an small CC to do well instead of more damage or tankyness. Also it doesn't prevent enemies from scaping, yet it makes it harder for them. It also doesn't provide a hard cc, so that it may be used by assasins but it won't be good for them, yet they will be wasting damage capacity by going into this tree fully. Other champs such as fighters could make a sure use of it.

_By example; if flash moves you 300 units away, with this it is only 150. If trist jump moves you 1000 units away, with this it is only 500, and so on. _


#Give me your thoughts!

25 Comments

Treeofwar7/24/2016, 12:07:04 AM2 votes

yeah no these are too good and also riot does not really redo the mastery system every season

Marshbouy7/24/2016, 12:00:36 AM1 votes

All of these are broken as shit.

J4 Ulted Mexico7/24/2016, 1:25:05 AM1 votes

Although I do agree I'd like to see more keystones, the mercenary keystone you suggested is absolutely broken. Helping assassins get their items 15% quicker is insane....

Arakadia7/24/2016, 4:41:59 AM1 votes

Seems pretty cool bu Cut wings would be abused I think.

Catastrop7/24/2016, 12:47:44 PM1 votes

I think Soul Stealer should be a proc on minion kill effect. Every kill on a minion restores a small amount of mana/hp. Say, 1% scaling up 3% as the game goes on. Feel free to disregard this though, I'm Bronze for a reason.

Meep Man7/24/2016, 3:11:24 PM1 votes

While Mercenary is a fun idea, it isn't good design. If it's strong, everyone takes it. If it's weak, no one takes it. Gold is something that should only be given as a reward for specific actions in Masteries. Basically what I'm saying is, rework Mercenary so it's not just passively increased gold gain. Rework it so specific actions reward gold instead of just making gold more plentiful.

Next we have Cut Wings. Good idea, but could be refined. I would rework into something like this (explained why afterwards): Damaging an enemy champion with basic attacks or abilities applies a stack of Cut Wings. After 3 stacks of Cut Wings, the target is rooted for 0.5-1 second(s) (based on level). The root duration is reduced to 0.25-0.75 seconds for ranged champions. (30 second cool down) The main problem with the Resolve Tree is super CC Tanks have no Keystone that just pops out at them as some insane keystone. Cut Wings is a perfect keystone for champions that just want to disable enemy champions and don't want more defense or offense, but utility.

Finally, Soulstealer, the currently undecided one of the three. Now that Riot has done a good job if making sure Mages don't have unlimited mana, we can give them some form of sustain mastery. However, even now that mana is limited, sustain on a Mage would be dominant early game. So, this is what I suggest: 10-15% (based on level) of all magic damage dealt to enemy champions is returned as a shield that lasts for 12-25 seconds (based on level). This can generate up to a 20-150 (+5-10% AP) shield (based on level). Taking damage halves the shield amount gained from magic damage for the next 5 seconds. A couple things to go over here. First of all, why a shield and not healing? It's to limit the amount a Mage can recover after losing health while also making the Keystone not useless at max health as well. This way, this Keystone doesn't enable a Mage to fully recover their health after being poked down. Next, why the duration? This is so a fed Mage can't just get the shield and gain permanent power from it. They have to have been in combat previously to benefit from the keystone. Finally, why the damage taken debuff? This is so Melee Magic Damage dealers don't abuse the tankiness gained from it if they are sustained damage, making it usable on them, but not as effective as if a Mage uses it. It also solidfies the weakness of a Mage in that if they are jumped on, they are at a disadvantage.