S7 new keystone Ideas (V 2.0)

Cherysse··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

Treeofwar2 votes

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

Cherysse2 votes

it is not to redo... just to add new masteries, and believe me, they will add new masteries and keystones.

Marshbouy1 votes

All of these are broken as shit.

Cherysse1 votes

how are they broken?...

Mercenary: you have to pay 1250 gold to get your mastery adventage. Cut Wings: just a slow, not so much of a powerful one, it is mostly about the cut on the movement abilities...

I love how people love to do bs comments with no arguments or logic behind them.

Nilok2 votes

Part of the problem with this season is the amount of power inherent in the keystone masteries. This is a step in the wrong direction for masteries in my opinion.

Cherysse1 votes

I don't think they are removing keystones, but yes, there are some champions that abuse them so much.

Fervor: KogMaw or MasterYi Thunderlord: any AP with magic pen Deathfire: any AP with DPS **Bloodlust: **any AD heavy dueler Undying: allows fighters to become tanks Ages: Free stats.

I like keystone when they add the same level of power for everyone without caring for AD or AP ratios or HP ratios. Like Bond of Stone, somehow I like Fervor concept but not exactly the excution and same goes for Deathfire, and finally I love Stormraider and Windspeaker which are conditional and fine.

Nilok1 votes

The problem is that they add a decent amount of power to everyone. This causes fights to be shorter and everyone to deal more damage. The game has become too twitch and not enough strategy.

While it is great that the keystones boost everyone, everyone is being boosted too much.

Cherysse1 votes

the keystones (the ones that scale off stats such as Fervor, Thunderlord and Deathfire -Deathfire not so much-) are part of the reason why games are more snowbally too, they grant power and more ratios to players already, so if they are ahead they got even more power than they could have had before.

As I said, it would be better if the keystones didn't scale at all except with level and instead the damage they added was instead true damage.

Marshbouy1 votes

cut wings is completely fucking busted. That would wreck any mobility based champ

mercenary is busted as shit. throw it on item dependent or snowbally champions and GGEZ.

Cherysse1 votes

lets see, it would require 5 stacks to get it fully loaded, if a mobility champion by all means receives those 5 stacks he deserves to be wrecked. The problem is that now everybody is "lets play something super mobile skilzzzzz", if you add something to make the game harder for them everybody cries. And besides if it is actually broken then Riot would nerf it to something like 35% or 40% reduction, the problem is that you don't like the concept by itself, not that it is broken, because it is not, 25 to 60 movement speed slow equals an slow of 8% to 18%, so it is not broken, it is not going to prevent enemies from scaping, it is not instakill, it does not add damage, get your things straight.

Marshbouy1 votes

yeah, it's gonna take a kog maw one second to stack all that. a master yi 2.5 seconds. It's a shit mastery.

It counters champions way to hard, it's either going to be so little change that it's useless or it will be butt fucking shit like yasuo. You don't understand the game, it isn't always about damage.

i sincerely hope you are never, ever on the balance team for any game.

Cherysse1 votes

yeah, so Yi is gonna go full Resolve and miss all of the 128 damage on hit from fervor and same for Kog, are you crazy dude? Lame examples, seriusly really lame examples. Now you come and say I don't understand the game? hahahaha ok, I'm not gonna keep repplying to you, just a boring salty kid that mains something like Yasuo or Riven for sure.

Marshbouy1 votes

yes. he will.

If it means he gets a slow on auto attacks and better kiting, self peel, stickiness to enemies, butt fucking mobile champions. ETC.

Actually my mains have been teemo, trundle, and ryze...

I shouldn't be replying to you, you are just another child who doesn't understand how utility can be better than just raw damage.

Cherysse1 votes

I understand how it can be better than raw damage, I also understand how it can get Kog damage to become thrash against a tank due to the lack of % pen and the lack of a relliable damage source, and as stated, it is an slow of 8 to 18%, if that was the case Kog would do a hell of a lot better by rushing item 3022 .... your Argument is more invalid than Bran Stark of Winterfel.

I main Kog Jungle, I know how he works, and I also know he needs both attack speed, armor pen and magic pen (in that order).

Marshbouy1 votes

you are completely brainless. goodbye.

Arakadia1 votes

Cut wings would be a abused.

Cherysse1 votes

Hardly, If you read further you will see I took some measures to avoid it being OP and removed potential for abuse on it, also it can't be applied multiple times on the same target.

Marshbouy1 votes

abused, does not begin to explain it. It would destroy any mobile champion and delete them from the meta. this guy is an idiot who can't see past his own nose, ignore him.

J4 Ulted Mexico1 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....

Cherysse2 votes

what makes you think it is only for assasins?... how can you say it is broken? do you think 225 gold for each 100 CS (which actually is like 1900 gold) is broken? I think it is more broken yo have raw burst power (thunderlords) which as I said is more relliable.

J4 Ulted Mexico1 votes

Lmao hold the phone rn, its actually completely useless nevermind. If you have to waste 1k gold on it early you are going to get screwed.

Cherysse2 votes

not exactly, late game if you have a lot of gold you are able to buy Elixir constantly. And if you are able to use the Elixir adventage as properly then you will porbabily get your gold back. But yeah, partially this mastery is like a Russian Rulette, I don't think it is useless.

Arakadia1 votes

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

Catastrop1 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 Man1 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.

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