How I think the Mastery system should be for more "Game changing" possibilites

Those Beyond·3/10/2016, 6:22:45 PM·1 votes·957 views

Much like the rune page system, I would think it would be amazing if you could acquire other keystones instead of the nine we currently have, because in most cases. The best one to pick is just kinda meh, for certain champions. An only champions that can make 100% use of the keystone will always have a better advantage.

Why not have it so each Mastery page is like a Rune page. You pick Five Lesser "Stones" Each one a barrier to a Greater stone for, four Greater "stones" and your one "Keystone". Then have five keystones for every roll. Five keystones for Junglers that would specifically help a jungle clear faster, gank more efficiently, gain more health and tank stats, get stronger for stealing the enemies jungle.

Then have Keystones for the Tanks [More sustain in lane, a way help last hit minions, reduce damage by a small fraction, dealing pulsing damage related to your Armor and MR. Maybe a Anti-Seige keystone, where when around a ally tower, you slowly gain a shield, that also increases the shots of towers every third hit or something.]

Brusiers, [Grasp of the Undying is fine, but stuff like, building AD or AP gives you abit of armor or magic resist. Maybe a cc-resist when chasing targets, or something to really show that they are Juggernauts, like attacks reduced the movement speed of targets every now an then.]

Just in general, things that could allow champions to play rolls they normally can't. Why not make Yasuo, Mordekaiser an Jayce a viable ADC botlane? Or Annie, Kassadin, an Malzahar a viable jungler? Or have other things become, "Hey that could work with this Keystone because it gives me what I need to be viable and do my job as that roll." Of course meta would weed out what's viable if this may ever happen. But the possibilities of team comps and keystones that truly, "Change the way you play a champion" is here yet. Because right now, everyone sticks to one keystone for a champion. Not several "Hey this is my keystone for my AD Yasuo Mid, the keystone for my Yasuo ADC an my Bruisier Yasuo top." Each with a different keystone, and lesser stones that allows the viability of the champion because it gives that champion the tools necessary to be viable.

Because, people I would imagine love options. Or love to play stuff off-meta, because it boring seeing the seem stuff, over and over an over again. Same champions in every game, with no variants.

3 Comments

ModThe Djinn3/10/2016, 7:09:46 PM2 votes

Can you give some theoretical examples?

I think a large portion of why we don't see something like this is that champions often have a very specific playstyle. There are exceptions, certainly (Evelynn comes to mind), but in general even off-builds play in a similar fashion: Tank Yi and Tank Fiora, for example, still auto-attack enemies to kill them, so masteries that encourage tankiness and/or attacking are all they'll ever really care about.

I'm curious to see the sort of mastery variation you had in mind though!

Those Beyond3/10/2016, 7:45:02 PM1 votes

Alright-

So let say for you want to take Annie into the jungle. I had tried this last night, and it's literally the hardest jungle clear in the game. Why? Because she simply doesn't have what it takes to clear the jungle effectively and effeciently until Lv. 11-ish where W can insta-clear the jungle creeps.

So here's what I would like implemented: So since she literally does no damage to monsters with her autos, or spells pre- level 7 ish. I would need a Lesser keystone that deals more damage to monsters in the jungle by let's say 35% when using an ability. Then have a Greater keystone that Reduces the amount of damage taken from monsters by 15% for example.

So that helps with sustaining abit in the jungle, now I need a Lesser stone of Cooldown Reduction since spamming my spells in nessarry in order to clear efficiently , let use the one they already have, you gain 5% cooldown reduction and breaks the cap by 5%. An then take a greater stone that grants me just a flat 5% cooldown reduction.

So I got what Two more Greater and lesser stones to use to help me jungle, or be an outside threat. But I want to clear the jungle as fast and great as possible while also granting me the utility to be useful late game. So I take a lesser stone that restores some of my mana and health [Like the old ranger trailblazer] when I smite a neutral camp. Then have a Greater keystone that allows me to move abit faster after slaying a camp monster [Like old poachers] to get me from point A to point B faster. So I need some AP now, so I take a lesser stone that grants me +10 ability power at the start of the game, and a greater keystone that give me +2 Ability power per level and +0.5 magic pen per level. So a total of +46 ability power & 9 magic pen once I hit Lv.18. Which is great for me.

Now my keystone, since I am a Jungler Annie, what I need is something to really show, Hey I am an AP Jungle Annie. So a keystone that acts like a mini-AP devourer would be amazing. So lets say I clear a jungle camp. I get a stack of "concentration" each stack grants me +2 ability power up to +48, and the keystone special ability is, once i have +48 ability power. I can recast a single basic spell twice in succession, and applies an all on hit effects twice. So I can't recast my ult par say. But I can recast my Q stun twice in a row. Or my W stun twice in a row. This makes my ganking when I have full concentration extremely powerful. Since I can stun lock someone for TWICE. But I can't say recast tibbers twice because that's an "ultimate" ability.

But that wouldn't work on a LB mid because she needs to clear jungle camps in order to get the ability, but she could if she jungled.

Now lets say Yi, what makes tank Yi Viable? the amount of mix damage he deals is STUPID high, and he can do both True, Magic, Physical, AOE damage. So all he needs is something to increase either his tanky side or damage side. SO on the tanky side, have a keystone that reduces increases your Armor and Magic Resist by +x per second while in combat up to +x [after 10 seconds]. But what if you want more damage? Why not bring back the old elder lizard passive? Your basic attacks deal x amount of burn damage based on your level. Both can build tanky, but their keystones speaks volumes on how they will approach fights.

Yi A.) With the tank mastery will be more in the beginning of the fight, making use of the growing tankieness, while Yi B.) Will be more inclined to fight when people are kinda low to just rip them apart. Both are effective in there jobs, but how they approach the situation will be vastly different.