Champion Mastery in Twisted Treeline

Teh 4rest··5 votes·1,319 views

I feel like playing on Twisted Treeline should give champion mastery. I'm not a huge fan of Summoner's Rift, mostly because I can't ever seem to do very well. Call me a noobie if you want. But I believe that 3's should give champion mastery. I play that game mode a lot, and my champions mastery doesn't reflect that whatsoever. I realize that's 3's is one of the game modes that people bot on, (I'm also looking at you dominion) but because they do something wrong that should cause the legitmate players grief.

6 Comments

Kinjishi2 votes

Champion Mastery would be nice in TT/Dom/ARAM. However, until Riot can get bots under control there really isn't a point as accounts sold online would have free mastery along with IP and possibly some champs. Also, it would make Champion Mastery a lot more common (everyone would have it - then it wouldn't mean near as much), which Riot doesn't really want. It's been mentioned on the forums previously that they (Riot) would add additional mastery tiers/levels before expanding it to other game modes.

Kholdstare132 votes

[{quoted}](name=Yasu Yoru,realm=NA,application-id=LFfTlAky,discussion-id=QET6G0xt,comment-id=0000,timestamp=2015-09-07T19:39:14.058+0000)

Champion Mastery would be nice in TT/Dom/ARAM. However, until Riot can get bots under control there really isn't a point as accounts sold online would have free mastery along with IP and possibly some champs. Also, it would make Champion Mastery a lot more common (everyone would have it - then it wouldn't mean near as much), which Riot doesn't really want. It's been mentioned on the forums previously that they (Riot) would add additional mastery tiers/levels before expanding it to other game modes.

How does keeping me at 0 points make it mean more? Why shouldn't mastery points simply reflect total playtime on each champion to reflect your preference and level of practice? How does restricting it to 1/4 of the game and basing it not around the champion, but instead around shitty score tasks (same as the awful Dominion personal score, just hidden) from the map's mechanics instead? It does the exact OPPOSITE of showing mastery of a champion right now. Maybe it's an advantage since you don't know when to seriously fear me, but it's just plain stupid on Riot's part. The system should be deleted and overhauled to simply earn 1 point per minute played on a champion anywhere (win multiplier?), and scale the ranks based on that rate of points.

Hell, awarding some points for winning a game AGAINST that champion makes just as much sense. To really master a champion you need to know their mechanics and be able to play as AND against them.

Kinjishi1 votes

"How does keeping me at 0 points make it mean more?" Watering down a mastery system doesn't help anyone. If everyone has x thing, then it becomes rather meaningless. As it is right now, what is keeping you at 0 is your map preference and how it is implemented. It's not only RIot's fault, but yours and other players (that make bots and pollute the game with them).

"Why shouldn't mastery points simply reflect total playtime on each champion to reflect your preference and level of practice?" Playtime doesn't equal mastery. That would just reflect how long you've played a champion. You can feasibly play a champion forever and not learn anything new.

"How does restricting it to 1/4 of the game and basing it not around the champion, but instead around shitty score tasks (same as the awful Dominion personal score, just hidden) from the map's mechanics instead? It does the exact OPPOSITE of showing mastery of a champion right now. Maybe it's an advantage since you don't know when to seriously fear me, but it's just plain stupid on Riot's part. The system should be deleted and overhauled to simply earn 1 point per minute played on a champion anywhere (win multiplier?), and scale the ranks based on that rate of points." Earning 1 point per minute played per champion is even more meaningless. You could do crap in a 30 minute game and earn 30 points. Another player could do excellent and earn 30 points. Your theoretical system is horrid at best.

"To really master a champion you need to know their mechanics and be able to play as AND against them." While this is true, there are over 120+ champions. How would you decide how well you played against Teemo (as an example) for all the other champs? With buffs/nerfs that happen during patches and all the skills/ults, it would be a difficult thing to balance. While champion mastery is not ideal (you get 10x the mastery for a win), it is better that it isn't watered down.

Kholdstare132 votes

[{quoted}](name=Yasu Yoru,realm=NA,application-id=LFfTlAky,discussion-id=QET6G0xt,comment-id=000000000000,timestamp=2015-09-08T18:27:34.315+0000)

Watering down a mastery system doesn't help anyone. If everyone has x thing, then it becomes rather meaningless. As it is right now, what is keeping you at 0 is your map preference and how it is implemented. It's not only RIot's fault, but yours and other players (that make bots and pollute the game with them).

It's already meaningless because of how Riot implemented it. SMITE doesn't limit favor gain to Conquest, HotS doesn't limit hero XP to any certain map, those systems aren't "watered down." What Riot is doing is making the system even MORE meaningless by restricting it and falsifying significance of specific things to such a major degree.

Playtime doesn't equal mastery. That would just reflect how long you've played a champion. You can feasibly play a champion forever and not learn anything new.

You can also feasibly cap mastery on every champion and learn nothing under the current system. It's pretty easy. All you need to do is stomach SR long enough to spam matches on it. "performance" (I use the term loosely because it's tied to an equally shitty worthless scoring system as Dominion score, only difference being SR score his hidden from view) only adds a minor boost to points earned. Points are always earned and never go down. It's already far more a reflection of time than any other factor. Purifying it to that only helps.

Earning 1 point per minute played per champion is even more meaningless. You could do crap in a 30 minute game and earn 30 points. Another player could do excellent and earn 30 points. Your theoretical system is horrid at best.

You can do crap in 50 minutes and earn S+ because you learned the hidden point system and abused it to the severe detriment of the actual game and your team. Time spent practicing is valuable no matter how well you actually do, and typically far moreso when you're struggling through it with a good effort rather than having an easy game.

While this is true, there are over 120+ champions. How would you decide how well you played against Teemo (as an example) for all the other champs? With buffs/nerfs that happen during patches and all the skills/ults, it would be a difficult thing to balance. While champion mastery is not ideal (you get 10x the mastery for a win), it is better that it isn't watered down.

You don't need to because deciding how "well" anyone did anything is impossible through automated means. Score systems are completely broken and meaningless. Putting it entirely to time spent is the best estimate you can have, and any time spent against a champion is a valuable learning experience.

Kinjishi1 votes

"It's already meaningless because of how Riot implemented it." No, it's not. The way Riot has it implemented still allows it to have value and meaning. But any point aside from your own won't change your mind, obviously. : ) You want to be bent out of shape about this and so you will.

"HotS doesn't limit hero XP to any certain map, " This isn't XP gain. You're comparing apples to oranges.

"You can also feasibly cap mastery on every champion and learn nothing under the current system. " Mastery already is capped. So, yes, this is already possible. Also, levels are capped at 30. If you don't enjoy limitations, then I wonder why league intrigues you?

Minarde1 votes

Could you explain how Champ Mastery points aren't equivalent to XP gain? What part of Champ Mastery allows it to have value and meaning?

From my understanding, playing (PvP) SR games always awards Mastery points. The only advantage that playing well grants is getting more Mastery points. Someone who plays atrociously could still cap their Mastery level, just at a slower rate than someone who plays magnificently. As such, isn't Champ Mastery essentially the same thing as regular XP, but on a per-champ basis? I don't understand how Champ Mastery doesn't mainly reflect playtime.

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