We’ve added a few new masteries! Masteries are a great way for players to tailor their play experience based on the role they want to fill. We want players to feel like they are committing to a playstyle when you invest heavily in a specific tree, so we’re revising masteries to scale as the game grows longer and to have more impact for each role. For example, one of the new masteries grants experience every 5 seconds, while another grants bonus gold when enemy lane minions die. Both of these help support players stay even on levels and income. You’ll find several masteries have been adjusted this way, so check out the interactive mastery page below to see how masteries have changed.
In addition, we've removed improved summoner spell masteries as they essentially forced players to spend mastery points based on their summoner spell picks.
Changes to summoner spells will not be going live with the next patch, but here's an overview of some of the changes that we’re looking to make during this year’s preseason. Certain summoner spells have become firmly entrenched in the League of Legends meta, while others have stagnated. Clairvoyance, Barrier and Flash will be unchanged, but we’re tweaking the following summoner spells to make picking non-standard spells a reasonable choice and to open up even more playstyle options before the game begins.
In addition to the above changes, some summoner spells have been evaluated as inappropriate on Summoner's Rift:
Revive will be available only on Dominion. With the extremely long cooldown necessary to balance the way Revive mitigates the penalty for dying, a player would typically only cast Revive three or four times in a Summoner’s Rift game. Keeping that in mind, Revive was only optimal when used in conjunction with Teleport, forcing players to run both summoner spells and forego any other options. Because one of our goals this preseason is to make summoner spell choices independent of each other, we've removed Revive from Summoner’s Rift.
Clarity is now only available on Howling Abyss. We feel that on Summoner’s Rift, mana restoration is best when incorporated into items, and there were no balance cases for Clarity that weren’t outclassed by other summoner spells or overpowered.
We’re looking to tie marks, seals, and glyphs to more specific wants and needs of the various champion roles in league, so going forward there’ll be a stronger association between marks and offense, seals and defense, and glyphs and utility. Stay tuned for more about changes to runes as the preseason progresses.
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