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Cost effectiveness of masteries - a closer look...

Creator: Searz December 12, 2011 5:19am

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Searz
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NicknameMy wrote:

Mercenary needs 9 kills/assists to be worth it like Greed . In 25 minutes.

Definitly needs a buff. I think, increasing it by 50% could work.(Yeah, I can't balance, but this is only an idea.^^)

So: 12 / 24 / 36

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Mental Force is such a dumb mastery.. even as AP it's more worth it to get Brute Force to help with last hitting and even harassing ._.
DuffTime
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Mental force could certainly be 1.5 per point and it would be better.
Searz
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DuffTime wrote:

Honor guard gets no love because it's not the most efficient :P It's already fine where it is.

No.
Riot has stronger masteries further down the mastery trees and Honor guard is about as strong as Hardiness which is a mastery at RIGHT AT THE TOP. AND HARDINESS ISN'T EVEN STRONG.

Quoted:
Greed and wealth are good for supports.

They are good stats, but they're bad masteries. Supports really don't have a choice, they're forced to use them (in most cases) because most other things don't benefit them as much.

Quoted:
I think the entire masteries page is well balanced from top to bottom. I'm having difficulty abusing it this season, whereas the last page was easy to break.

If you don't think there's anything wrong with it you're clearly very ignorant, because a lot of people who actually thought about the masteries have found that Riot did a few huge blunders in there.
Some of which can be seen in this comparison. Look at Brute Force and Mental Force.

DuffTime wrote:

Mental force could certainly be 1.5 per point and it would be better.

Lol no. It should be 2AP. 2AP is worth about the same as 1AD. Brute Force is balanced.
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A lot of people are very ignorant, including yourself.

The masteries are legitimately very balanced overall with only minor adjustments needed.

Getting caught in cost effectiveness is a plague to the functionality of a player.

It's a concept that's going to do yourself more harm than good.

Even when a rune or mastery is not optimal in terms of cost to effect, it may still be very good.
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A couple points to make here.

#1 never use honor guard lol. Learned from day 1 that the CDR and MS masteries work better if you want to invest 21 into defense

#2 call me crazy but this is why I take the t1 AD mastery over AP on my casters. 4 AP is so much less valuable than 4 AD.

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Searz
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Temzilla wrote:

I think you're getting caught up on the fallacy that "higher tier masteries should be worth more gold."

Well... It seems Riot is trying to design them that way..
There are a few cases of that and the previous mastery trees were really bottom-heavy.
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DuffTime wrote:

Siege commander isn't bad though.

Aside from Evasion and perhaps mercenary, I think almost all the masteries have legitimate merit.


Well, if towers have something like... 225 armor, then it's a 3% increase in damage to turrets.

So, 3 ad per 100ad, and only to turrets.

It's a pretty **** mastery, but it's the same as the +10 damage to turrets one because turrets have so much armor.

EvilDice wrote:
#2 call me crazy but this is why I take the t1 AD mastery over AP on my casters. 4 AP is so much less valuable than 4 AD.


It's either Rain Man or Salce who uses the AD mastery on his mid laners because it allows him to farm more effectively.

But it's definitely legitimate.
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For everybody attacking.

For a single point, it's a high impact mastery.
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DuffTime wrote:

For everybody attacking.

For a single point, it's a high impact mastery.


It's still very situational.
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