What is True Mastery? Concepts for a Potential Mastery 8, 9, and 10

Lemonfaace·10/29/2018, 8:22:19 PM·4 votes·3,120 views

I recently watched a video from a popular LoL Youtuber where a question was raised about improvements to the mastery system. This was the main discussion: currently, mastery is pretty much just a grind with no real meaning other than a shiny badge to taunt/flaunt with. It can be owned on pretty much any champion, despite the player's actual skill.

So what would true mastery of a champion look like? I think a really interesting way this can be done is by enabling players to open a special bundle of quests for their mastery 7 champion. These quests would be very challenging specifically for that champion, for example:

  • Darius Get a quadra-kill in 10 seconds with your ultimate.
  • Tryndamere Deal at least 25k damage to objectives and take at least 4 turrets in one game.
  • Alistar Sustain 5000 damage and attain at least 5 crowd control points (including mitigated damage) in a single fight and survive.
  • TwistedFate Use your ultimate to score 15 kills or assists in one game.
  • Jhin Execute an enemy with at least three shots of your ultimate.

These kinds of missions would be designed to exploit the common strengths of every champion, whether it be something technical, or a general advantage they should abuse at certain points in the game. They wouldn't perfectly reflect a player's skill, but would definitely require advanced knowledge of the champion to achieve. How does something like this sound? I'd love to hear some feedback on the idea, and perhaps criticisms as to what flaws this system might entail.

5 Comments

Deathhawk88810/29/2018, 11:19:23 PM4 votes

Sion intentionally die at least 20 times

Qiyana Hime10/29/2018, 9:28:19 PM3 votes

The thing is, these missions could also be achieved by grinding and eventually getting that one game in which you're up against a bunch of potatoes that let you stomp them, just like the S-/S+ requirements. The games in which you demonstrate actual mastery of a champion are likely not games where you end up with an amazing score—ever heard someone say "He's so fed he could've rolled his face on the keyboard to win"?

Take Jhin, for example: actual mastery of Jhin isn't about getting that flashy snipe with the fourth shot of your ultimate; like most marksmen, it has a lot to do with maximizing your damage potential in skirmishes and teamfights through good positioning, etc., and not only is that impossible to evaluate based on the results screen of a game (how is Riot supposed to determine your "maximum possible damage output" for a given game?), but it's also much harder to do when you're massively behind—which is why measuring mastery based on stand-out performances is flawed.

Doge202010/29/2018, 8:39:15 PM2 votes

That sounds awesome actually. It would be like hidden quests that start when you are about to hit (or reach) something like mastery lvl 5. But I hope these mission like masteries would be a general mission that is for all roles. So somebody playing something like shyvana top can still complete this mastery mission because the mission isn’t something like “kill 3 dragons in a row in one game” and instead something like “kill 3 people in a row while in dragon form”. It’s fair to the everybody, to people that play the champ either in the meta or off the meta.

Another example is like with Nasus, “reach 500 stacks by 20 min” or something like that. This one is better because it helps train the player to reach the ideal amount of stacks @ 20 min in the most effective way.

Satakieli11/2/2018, 8:24:16 PM1 votes

Anivia true mastery requirement be like: sabotage your teammates with a wall at least 10 times in a teamfight. Kindred and Bard true mastery: save the enemy team at least 15 times in one game.