FeralPony and Roku Discuss Preseason Changes

First Riot Post
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Jesin

Junior Member

11-19-2012

Quote:
Originally Posted by Mantarz420 View Post
^^^^^^^^^^^^^^^^^^^^^^
all of this
there are no options. you are expected to run them if you dont want flak from your team and if you want to compete on the same level.

And most teams that give flak are noob, leet kiddie wanna bes that have never had an original thought in their all-too brief lives. Run what fits your playstyle and ignore the 8 yr old kiddies...


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Morbidanimosity

Senior Member

11-19-2012

i love the new masteries, after seeing them i have to say, they are absolutely amazing.

but there will be SO many 0/30/0 and 0/0/30 mastery builds come season 3 probably... XD

the offense tree feels a little underwhelming now in comparison,
and people may feel like they waste points if they put points in lethality as an ad carry since they wont get as big of a bonus as melee's (although, its completely fair they made this change, but it still will feel bad)


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Onimallar

Senior Member

11-19-2012

Quote:
Originally Posted by FeralPony View Post
We won't be doing Synergy as there are a few issues with it that Morello talked about in a previous post. Most of the gold pressure reduction is going to be outside the mastery changes through a number of smaller adjustments (gold flow changes, items like the Sight Stone Xypherous revealed earlier etc).

The one mastery we are adding specifically gold related in Utility is a mastery called "Pickpocket" that grants gold upon attacking an enemy champion. This will allow active supports a bit more gold while harassing their opponents, while also being useful for other character types that spec into deep into Utility.
God bless you. Leona will love this.


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Nchi

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Member

11-19-2012

Quote:
Originally Posted by FeralPony View Post
Good point! Currently we have different gold amounts for Ranged and Melee champions, and we'll continue to adjust these values as needed. We want to reward melee champions for the additional risk they take in any engagement from this mastery
A way to tackle this, if I may.

I call it a growing cooldown, in essence a buff that gains stacks as long as you do not attack or deal damage with a cast spell^1. The buff is used up upon dealing damage, granting up to a melee minions(hereby x) worth of gold. Melee characters can have an adjustment here to compensate if needed, the rest of the system focuses on low cs characters overall.
Stacks grow once a second, and stop growing after x seconds, and stacking has a no offensive delay equal to (30-x)+(Your CS-average team cs). If this number goes negative your delay is 0. With testing we can amend this to increasing the speed that you gain stacks as you go more negative. As well, we can set a high cut off to disable the effect for those that don't need it.

This will primarily benefit anyone that is behind, or the 0 cs support. It will be felt in the jungle as well, granting a smaller bonus due to the short run times. Melee champions are also accommodated by having a cap to attack by. Given you have half the cs or less, you have 0 cd on the ability, so waiting for time to strike is irrelevant, and enables the waiting game that melee must partake in to safely strike.


The great thing about this approach is its adaptability. Very simple additions can tighten either end of the spectrum, and removing the 30-x term leaves a quick activation route as well, with the same reliance on CS difference. (This would likely be the end result of testing I believe.)

Every 30 gold generated via this effect counts as a CS, either real or solely for the equation.
1. For specific consideration with traps. A remote source of damage should not disrupt stacks, likewise cannot be used to proc the stacks. However, recently placed traps (<6s) that deal damage will act as a cast spell. This way supports that utilize traps


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TNG Agony

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12-03-2012

Typo on the mastery page gg.


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atastyAzn

Junior Member

12-03-2012

Wow Riot... You know that it already takes forever to kill someone in this game compared to other MOBAs... and now you just make that time longer? And reduce CC so more people can run away? The scores will end up being 0-0 in a 70 minute game like this...


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atastyAzn

Junior Member

12-03-2012

Quote:
Originally Posted by FeralPony View Post
[aws3]news/November_2012/2012_11_12_Preseason_Masteries_and_Summoner_Spells/Veigar_Rumble.jpg[/aws3]

FeralPony here with an update on the mastery changes coming this preseason. We had a lot of goals for the coming rework, so I wanted to take a moment to explain a few of them to you. Mostly they’re aimed at providing you with more options, greater build diversity, and upgrade paths with fewer “wasted” points to get to the masteries you want. We started this process with our first mastery redesign at the start of Season Two, but since then the game has continued to evolve and we’ve identified a some areas we can continue to improve. Here’s an in-depth look:


Increase diversity within builds

In the preseason you’ll find a number of new options in each tree to allow for more diversity in your builds. There are now more choices within each tree so you can spec out and optimize your champion however you choose. This includes new, more focused options at each level of the tree so that you have more options to select bonuses that specifically benefit your individual playstyle.


Make each tree more useful to more champions

In Season two, masteries were a bit too targeted toward specific roles. AP and AD carries took Offense, tanks took Defense, and supports took Utility. While these straightforward options will still be good in the preseason, we want you to have additional incentives to dive deep into trees that might not be the obvious choice for your role. For example, a jungler interested in applying a lot of early game pressure might find the bonus starting gold from the Utility tree useful for picking up early Boots of Speed. Likewise, an AD carry with limited escape skills might find the bonus tenacity available in the Defense tree allows him to refocus his early itemization. In short, we want you to have more options.


Move or replace out-of-place masteries

There were a number of Season Two masteries that didn’t really fit well into their trees. Masteries like Siege Commander (which reduced the armor of nearby enemy turrets) didn’t really belong in the Defense tree, so we replaced it with a more appropriate mastery called Tower Shield that reduces incoming damage from turrets.


Indomitable is gone and Tough Skin has been updated

You’ll notice the absence of a few of the previous masteries, most notably Indomitable. We also changed Tough Skin so that it no longer grants reduced damage from lane minions. These two masteries trivialized early game minion damage when combined, allowing players to easily “freeze” lanes. Freezing lanes contributes heavily to snowballing and limits the viability of certain champions, so we wanted to make it a more risky proposition.


Reduce “wasted” points

There are a number of popular builds where you might find you have to waste points on masteries that don’t really benefit you to reach the masteries you want. We’ve changed up the dependencies so you can now reach the end of each tree without wasting any points.


Improve the Utility Tree

In Season Two, the Utility Tree wasn’t all that appealing to the majority of champions. We’ve made adjustments to ensure this tree has more useful options for champions in all roles. Champions like manaless casters who currently have to waste a lot of points to get to the bottom of the tree can now make it down 21 or more points in Utility and be rewarded for doing so.
Increase diversity with builds? No. Offense is useless now, everyone is just gonna go 0/30/0. Make certain trees available to certain champs? No. Just defense, or else the new items and new retarded **** will kill you in a second. I guarantee it'll only take awhile before everyone figures out that if you pick 0/30/0 tree you basically take no dmg and have a bunch of health and can hardly be affected by CC. Move or replace out-of-place masteries? No. Well, now only defensive looks viable now, you have two whole out-of-place branches LOL. Reduce wasted points? No. I just pointed that out. The utility tree? No. If people know defense tree makes you pretty much unkillable, why the hell would anyone use utility? No one's gonna die anymore, this game will become so damn boring and stupid...


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Broman Empire

Junior Member

12-03-2012

I hope I am not the only one that will miss Surge =(

R.I.P. Surge


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Sincoura

Junior Member

12-03-2012

Everything is great except the removal of Force of Nature. D;


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TrenixPL

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Senior Member

12-03-2012

The utility tree will still be trash. It's still just a mastery tree with a handful of good masteries as it's always been. Those handful of good masteries are not even meant for utility anyway, but rather supporting your team. So here's a bright idea, why not just rename it to support and put masterys in there that'll allow us to better support our team.

As for the rest, great update.