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Preseason 2016 Changes - Page 26

Forum Index > LoL General
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Fildun
Profile Joined December 2012
Netherlands4123 Posts
Last Edited: 2015-11-07 18:34:51
November 07 2015 18:31 GMT
#501
@Ketara long post: Just take dangerous game, its way better.

Also new Rammus masteries objectively suck vs old ones, it's just way less stats.

http://efferentinc.com/wp-content/lol6calc/index.html#YClCvyKxK0CvK
5 points in merciless is better than 1 point in double edged sword and 1 point in dangerous game is better than attackspeed.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 07 2015 22:25 GMT
#502
Merciless and dangerous game don't boost your clear speed.

They also do different things. Dangerous game doesn't increase your damage. It makes you tankier. While you can compare merciless to double edged sword, and on average double edged sword is a higher damage increase than merciless (especially for an initiator), dangerous game does something that's just different.

Since Rammus has a slow clear speed and no mana issues, we went for ASPD and double edged sword since these things boost his clear. For a different champion I think there would be a lot more competition, as the attack speed is not useful for very much else.

It's not clear cut though.

Because it's a better system



As to the new masteries giving less stats in total, that's entirely possible. But it has nothing to do with the efficacy of the system.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Gahlo
Profile Joined February 2010
United States35160 Posts
November 07 2015 22:50 GMT
#503
On November 08 2015 07:25 Ketara wrote:
Merciless and dangerous game don't boost your clear speed.

They also do different things. Dangerous game doesn't increase your damage. It makes you tankier. While you can compare merciless to double edged sword, and on average double edged sword is a higher damage increase than merciless (especially for an initiator), dangerous game does something that's just different.

Since Rammus has a slow clear speed and no mana issues, we went for ASPD and double edged sword since these things boost his clear. For a different champion I think there would be a lot more competition, as the attack speed is not useful for very much else.

It's not clear cut though.

Because it's a better system



As to the new masteries giving less stats in total, that's entirely possible. But it has nothing to do with the efficacy of the system.

Just a note, not taking an sides, when 100-0ing somebody, Merciless is a ~2% damage boost.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 07 2015 22:57 GMT
#504
Yes. And double edged sword is a 3% damage increase that works on jungle camps.

You can't just do it that way though. Since Rammus is an initiator a majority of his damage (although not much of a majority since Rammus sustained damage is pretty good compared to his burst) will happen before the target hits 40% HP.


One thing I'd like to see out of the defense tree in the new system is a defensive keystone that increases your damage, for champions that want to have a healthy mix of tanky and damage stats like bruisers.

If I had a pbe account I would totally make that suggestion to Rita.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
November 08 2015 02:28 GMT
#505
Most interesting thing about these updates as an outsider is the change to champion select to be mini-team builder, especially if it extends to ranked. It's the stake through the withered and long-dead possibility that they don't desire a specific lane setup in every game and an open declaration that they want the game to be 1/1/2 forever.

I'm pretty curious how well it will work out. It definitely has an advantage of squeezing out small competitors if it does, since I don't think any other MOBA has the player base to be able to do that and still have decent matchmaking.
cLutZ
Profile Joined November 2010
United States19574 Posts
November 08 2015 04:02 GMT
#506
On November 08 2015 07:57 Ketara wrote:
Yes. And double edged sword is a 3% damage increase that works on jungle camps.

You can't just do it that way though. Since Rammus is an initiator a majority of his damage (although not much of a majority since Rammus sustained damage is pretty good compared to his burst) will happen before the target hits 40% HP.


One thing I'd like to see out of the defense tree in the new system is a defensive keystone that increases your damage, for champions that want to have a healthy mix of tanky and damage stats like bruisers.

If I had a pbe account I would totally make that suggestion to Rita.

Honestly, the variances you are describing are so miniscule I don't see a compelling reason for keeping masteries in the game. If they were going to rework them it needed to be to a wow-style system where each tree significantly alters the way you play a character and within the tree its about mostly cosmetic changes inside that overall choice.
Freeeeeeedom
Volband
Profile Joined March 2011
Hungary6034 Posts
November 08 2015 04:03 GMT
#507
Hm, Let's see Leona. First of all, you want a resolve keystone, so you are going to invest all the way there, while the ferocity tree gives you exactly nothing, so the remaining points have to be assigned to cunning.

5 points to unyielding should be a no-brainer, and not just because it has a synergy with her W (and her future build), but because the health regen is useless. You bought only wards and potions to begin with early game, when such a life regen could matter, and now you can't even buy wards and start with more money, Also, you will most likely still start with targon, so the health regen is just useless. Same goes for Thresh and Braum.

So, Explorer or Tough Skin. Against ranged opponents at bot lane, it really isn't a question, Tough skin just gets you to reach lvl2/3 (whenever you want to start going ham) all the more safely, and after that, none of these two masteries are crucial in lane, though having tough skin still sounds much better, because your opponents will have to be close to your E range, and if not, it means you are zoning them out. Explorer can be fun, if you want to gank mid early, but you'll have mobility boots most of the time and rather fast, so you give up lane strength (inb4 someone tries to argue that some +12 movement speed in brush shenanigans will win bot lane more reliably, than tough skin) just to have a narrow window of opportunity when you can roam more efficently to mid lane. Meh.
Whether explorer is better later in the game if you don't plan on buying some speedy boots... It's just too weird.

Runic armor vs Veteran scars is, once again, an easy one. Unless you are supporting an AP Janna of course, because then suddenly we are presented with some meaningful choices, but I'm going to be bold and assume that you will still see marksmen on your side at botlane, so veteran scars is just superior. Yeah, runic armor can be comboed with the whooping 2 hp/5sec of Recovery in the first tier, so if you want to waste 10 points to have an extra ~2.3 life regen instead the scaling bonus resistance and scaling hp masteries, go ahead. (Yes, the regen is scaling as well, but when mid/late game fights will occur, no one will wait for you to regen anything, you either explode or not)

Now if we add Preservance to the picture, we actually have to accept the fact that you can have some preeeetty nice life regen. Then we wake up and take the 15% reduced summoner cooldowns, because more often than not, reduced flash, ignite/exhaust cooldown will net you more kills and saves, than (gonna make up a number now) +~7 life regen/5. And again, Insight has a nice mid and late game power as well.

The 4th tier where I actually had to take on my imaginary glasses, because 15% tenacity is just good, can't argue with that. Legendary Guardian should still be the g-to choice, as you can start your cc chain a million miles away, and your basic role is to get into the fray and endure the beatings. Though even if you are having one of those games, where you have to stick to your adc/apc, because that 20/0/0 Rengar is hunting them, Swiftness still won't top it. Also, Legendary Guardian means +4/4 resistances constantly at bot lane. But this is the one tier where I could see people taking swiftness once in a blue moon, though I won't agree with them. It's still not a meaningful choice, it's just sad to leave Tenacity behind.

And the playstyle defining keystones, all right, that's what we've been waiting for. Forget basic masteries, they are just to fill the void. Here we come, 3 different Leonas at least just from the resolve tree!!
Grasp of Undying: This looks charming, I know you are already counting that 3% of ~3500 as damage sounds cool. It does, actually. Sadly, we don't start with ~3500hp, and while it hurts a bit during the laning phase too, Leona a.) never had problems with lacking early damage b.) landing your skills and cc is how you win the lane, an extra ~50 on hit damage is just luxury. Take ignite if you want a higher kill potential. Sadly, as fun as it could become later in the game, your job will still be to cc the living crap out of everyone and to start (or occasionally disengage) fights. The enemy carries won't die because you hit them in the face for ~200 dmg (after resistances), but because you put them on a plate for your assassins, or your tanky top laner, who actually benefits from this mastery, because unlike you, he has no other obligations other than "be an annoying asshole". Also, it would be hardly playstyle defining for you, because you auto-attack during the off-time anyway, and your build has been HP heavy too, so nothing would really change.
Strength of the ages: No. I mean, it's good, but how on Earth could you pick this over
Bond of Stone: Easiest keystone choice in my entire life. Percent based damage reduction which doesn't suffer from max/current hp damage and works vs. everything (ie. minions, dragon)?! This bonus is doubled when I'm near an ally and I happen to be on a lane with an ally 99% of the tme (damn you afkers!!)??! They also happen to be squishy, and this kestone mastery lets me take away from the damage he would receive, while I'm tanky as fuck since the very beginning??! .... Naaah, which one was the hp based bonus damage keystone mastery again? Totally want that instead.

I guess a good point could be raised, that while BoS just makes everything else a laughing matter, the liferegen masteries are actually a good combination with this one. Which is true. If I could pick all the masteries in one tree, I would definitely invest everything in this tree, because as I just said, BoS+liferegen sounds so damn neat during the early game! But I can't do that, and I'm still forced to choose. The only difference after knowing I'll pick BoS in the end is that I'm not choosing between useless and very good, but good and very good. A prime example why the new way of picking masteries, or rather, the options presented are pitiful. If you pick health regen nstead of a 15% reduction of one of the ost powerful skills (flash+ignite/exhaust) in the game which are accessible since lvl1, than you are probably the person who is happy, that now you won't look at your silver border at the loading screen, but your silver division 3 border instead.

Anyway, we have 12 useless points to spend, so let's get over with it:

Wanderer (5) - (won't change my opinion on Explorer, especially because BoS will probably make you hurt more during the laning phase, so you'll need Toughness even more so)
Secret Stash - was it a hard choice? honestly?
Tier 3 - The one example where Riot hit the nail in the head. Both of these are so damn useless, that it's not really obvious what you should take. I guess if you are one of those people who can even run out of mana with Leona, than pick Meditation, otherwise Merciless sounds like the way to go. Which is terrible to type out, because it's still a ridiculously ineffective mastery for you.
Tier 4 - All right, on a serious note, this is the one and only tier where you can really choose between somewhat meaningful options. As much as I like Bandit, Dangerous Game have its' uses on an all-in support like Leona. Credits where it's due, I guess?

I really don't see how is this an interactive or gamestyle defining mastery system.

Don't want to make another WoT, so a quick rundown on Janna's no-brainer choices:
Wanderer
Secret Stash
Meditation
Bandit
Intelligence
Windspeaker's Blessing (once again, hardest choice in my life)

Recovery
Toughness (I can already see people picking Explorer for that Janna brush-control)
Runic Armor
Insight

Damn. We can even switch Janna out with Nami and we get the same results.You'll need some math for Soraka to know whether you Preservance on her instead of Insight, I guess. Imo it's an easy Preservance, as flash is rather meh on Raka, and her second summoner spell is only secondary to the power of her constant heals.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-11-08 05:21:21
November 08 2015 05:06 GMT
#508
On November 08 2015 13:03 Volband wrote:
Hm, Let's see Leona. First of all, you want a resolve keystone, so you are going to invest all the way there, while the ferocity tree gives you exactly nothing, so the remaining points have to be assigned to cunning.

5 points to unyielding should be a no-brainer, and not just because it has a synergy with her W (and her future build), but because the health regen is useless. You bought only wards and potions to begin with early game, when such a life regen could matter, and now you can't even buy wards and start with more money, Also, you will most likely still start with targon, so the health regen is just useless. Same goes for Thresh and Braum.

So, Explorer or Tough Skin. Against ranged opponents at bot lane, it really isn't a question, Tough skin just gets you to reach lvl2/3 (whenever you want to start going ham) all the more safely, and after that, none of these two masteries are crucial in lane, though having tough skin still sounds much better, because your opponents will have to be close to your E range, and if not, it means you are zoning them out. Explorer can be fun, if you want to gank mid early, but you'll have mobility boots most of the time and rather fast, so you give up lane strength (inb4 someone tries to argue that some +12 movement speed in brush shenanigans will win bot lane more reliably, than tough skin) just to have a narrow window of opportunity when you can roam more efficently to mid lane. Meh.
Whether explorer is better later in the game if you don't plan on buying some speedy boots... It's just too weird.

Runic armor vs Veteran scars is, once again, an easy one. Unless you are supporting an AP Janna of course, because then suddenly we are presented with some meaningful choices, but I'm going to be bold and assume that you will still see marksmen on your side at botlane, so veteran scars is just superior. Yeah, runic armor can be comboed with the whooping 2 hp/5sec of Recovery in the first tier, so if you want to waste 10 points to have an extra ~2.3 life regen instead the scaling bonus resistance and scaling hp masteries, go ahead. (Yes, the regen is scaling as well, but when mid/late game fights will occur, no one will wait for you to regen anything, you either explode or not)

Now if we add Preservance to the picture, we actually have to accept the fact that you can have some preeeetty nice life regen. Then we wake up and take the 15% reduced summoner cooldowns, because more often than not, reduced flash, ignite/exhaust cooldown will net you more kills and saves, than (gonna make up a number now) +~7 life regen/5. And again, Insight has a nice mid and late game power as well.

The 4th tier where I actually had to take on my imaginary glasses, because 15% tenacity is just good, can't argue with that. Legendary Guardian should still be the g-to choice, as you can start your cc chain a million miles away, and your basic role is to get into the fray and endure the beatings. Though even if you are having one of those games, where you have to stick to your adc/apc, because that 20/0/0 Rengar is hunting them, Swiftness still won't top it. Also, Legendary Guardian means +4/4 resistances constantly at bot lane. But this is the one tier where I could see people taking swiftness once in a blue moon, though I won't agree with them. It's still not a meaningful choice, it's just sad to leave Tenacity behind.

And the playstyle defining keystones, all right, that's what we've been waiting for. Forget basic masteries, they are just to fill the void. Here we come, 3 different Leonas at least just from the resolve tree!!
Grasp of Undying: This looks charming, I know you are already counting that 3% of ~3500 as damage sounds cool. It does, actually. Sadly, we don't start with ~3500hp, and while it hurts a bit during the laning phase too, Leona a.) never had problems with lacking early damage b.) landing your skills and cc is how you win the lane, an extra ~50 on hit damage is just luxury. Take ignite if you want a higher kill potential. Sadly, as fun as it could become later in the game, your job will still be to cc the living crap out of everyone and to start (or occasionally disengage) fights. The enemy carries won't die because you hit them in the face for ~200 dmg (after resistances), but because you put them on a plate for your assassins, or your tanky top laner, who actually benefits from this mastery, because unlike you, he has no other obligations other than "be an annoying asshole". Also, it would be hardly playstyle defining for you, because you auto-attack during the off-time anyway, and your build has been HP heavy too, so nothing would really change.
Strength of the ages: No. I mean, it's good, but how on Earth could you pick this over
Bond of Stone: Easiest keystone choice in my entire life. Percent based damage reduction which doesn't suffer from max/current hp damage and works vs. everything (ie. minions, dragon)?! This bonus is doubled when I'm near an ally and I happen to be on a lane with an ally 99% of the tme (damn you afkers!!)??! They also happen to be squishy, and this kestone mastery lets me take away from the damage he would receive, while I'm tanky as fuck since the very beginning??! .... Naaah, which one was the hp based bonus damage keystone mastery again? Totally want that instead.

I guess a good point could be raised, that while BoS just makes everything else a laughing matter, the liferegen masteries are actually a good combination with this one. Which is true. If I could pick all the masteries in one tree, I would definitely invest everything in this tree, because as I just said, BoS+liferegen sounds so damn neat during the early game! But I can't do that, and I'm still forced to choose. The only difference after knowing I'll pick BoS in the end is that I'm not choosing between useless and very good, but good and very good. A prime example why the new way of picking masteries, or rather, the options presented are pitiful. If you pick health regen nstead of a 15% reduction of one of the ost powerful skills (flash+ignite/exhaust) in the game which are accessible since lvl1, than you are probably the person who is happy, that now you won't look at your silver border at the loading screen, but your silver division 3 border instead.

Anyway, we have 12 useless points to spend, so let's get over with it:

Wanderer (5) - (won't change my opinion on Explorer, especially because BoS will probably make you hurt more during the laning phase, so you'll need Toughness even more so)
Secret Stash - was it a hard choice? honestly?
Tier 3 - The one example where Riot hit the nail in the head. Both of these are so damn useless, that it's not really obvious what you should take. I guess if you are one of those people who can even run out of mana with Leona, than pick Meditation, otherwise Merciless sounds like the way to go. Which is terrible to type out, because it's still a ridiculously ineffective mastery for you.
Tier 4 - All right, on a serious note, this is the one and only tier where you can really choose between somewhat meaningful options. As much as I like Bandit, Dangerous Game have its' uses on an all-in support like Leona. Credits where it's due, I guess?

I really don't see how is this an interactive or gamestyle defining mastery system.

Don't want to make another WoT, so a quick rundown on Janna's no-brainer choices:
Wanderer
Secret Stash
Meditation
Bandit
Intelligence
Windspeaker's Blessing (once again, hardest choice in my life)

Recovery
Toughness (I can already see people picking Explorer for that Janna brush-control)
Runic Armor
Insight

Damn. We can even switch Janna out with Nami and we get the same results.You'll need some math for Soraka to know whether you Preservance on her instead of Insight, I guess. Imo it's an easy Preservance, as flash is rather meh on Raka, and her second summoner spell is only secondary to the power of her constant heals.



So, there are a number of things that I think are unfair about your comparisons here, but the main point is that you're not comparing the season 6 tree with the season 5 tree, so it's not really a fair comparison.

In season 5, Leona, like most champions, has little to no variation in masteries. Everybody on probuilds takes 0/9/21, and while I do see some very minor variations in the 21 utility points, most of the variation I think comes down to people not caring enough to do the math to optimize their mastery page for an extremely minor improvement. I think there is a page that is unarguably "correct".


For season 6 though I think you're painting in broad strokes and not really seeing where the possible variation lies. For starters, I don't think you need to go 0/12/18 at all. I think 6/6/18 or 0/18/12 are arguably viable.

The problem here for me is that most of the middle tier of Utility is useless. Bandit is good, but for Leona who doesn't have real mana issues and is a low damage initiator, both Merciless and Meditation are useless.

However, Sorcery and Double-Edged Sword (Feast is useless you're not killing things) are strong. They won't be as strong late game as Bandit. However, Leona's damage early game is threatening and respectable, and Bandit won't do anything early in the game.

So you can easily see how 6/6/18 would be stronger early game, and 0/12/18 would be stronger late game. This means these two pages can be changed based on playstyle, preference, and team comps/strategies.


In fact, if you want a real threatening early game page, you can go 0/18/12, picking up Thunderlords Decree and Precision. These are both strong early game damage masteries. Thunderlords Decree won't scale well when you're not building damage items, but an extra 30 or so damage on both members of the enemy duo in your level 3 engage, plus a bunch of extra flat pen that's strongest early game, gives you a generous amount of additional early game threat.

What you give up is late game tankiness. Both Swiftness and Leg. Guardian are much stronger late game than early game. Bond of Stone is legitimately very good and I don't see a better defensive keystone for a support, this is a totally fair criticism, but it's also better late game than early game. Realistically Thunderlords Decree in an early game fight will do much more damage than Bond of Stone will prevent, and dealing damage is usually better than preventing it early.

So you might call 0/18/12 an early game, slightly cheesy mastery build, but it's a realistic choice and it's a choice that is not present in the season 5 system. A less cheesy early vs. late game choice is the choice between 6/6/18 and 0/12/18.

You have choices.


There's also choice within the defense tree. For Keystones no you don't have much of a choice that could be better. Again, a defensive keystone that did damage would provide a good differentiation from Bond of Stone, as would a difference between Strength of Ages and Undying that was more pronounced. I really think Strength of Ages and Undying are much too similar in comparison with the other trees (I also think Warlords Bloodlust and Ferver of Battle in offense are too similar).

But there's still choices earlier in the tree.

Swiftness vs. Legendary Guardian is not as preference based for Leona as it is for Rammus, but you still might grab Swiftness against a disengage heavy team with lots of slows and low damage output. You say it's not a "meaningful choice" but it absolutely is.

Perserverence vs. Insight is also a meaningful choice that's based on playstyle and preference for the exact reasons that you outlined. Decreased summoner spell cooldown I think is more important in bot lane than other lanes typically, but it's very arguable that it's just not actually all that helpful. People take it in season 5 because there's just no better option at that tier when you go 21 Utility, but I imagine in season 6 while there will be some resistance to not taking it, Perserverence is competitive.

For a bot lane tanky melee support that's one time where HP regen early game is actually kind of a big deal.


There's other things where I think you're right. For Leona in particular Tough Skin, Unyielding and Veterans Scars are obvious. But not every single tier has to provide a meaningful choice for every champion, as long as for every champion there are choices somewhere in the system. If every tier provided choice for every champion then the system would be too complex and it would take up too much of your time and reduce the fun factor.


So, in conclusion:

I DO think your criticism of Keystones for Leona (and tanky supports in general) is fair. There is no choice there unless you want to go cheesy and shoot for 0/18/12 instead. I do think that even if other tiers don't provide obvious choice, every champion should have a choice of keystones.

However, I think while you've made some legitimate criticisms of the new system, you've failed to compare it to the old system, and if you did so you'd find that the new system, while not perfect, is a marked improvement.



Janna is I think a champion with much less presentable choice. The system fails her a little bit with the lack of good support options in the Cunning tree, the fact that Windspeakers Blessing is basically specially designed for her, and the issue where the only options for point 6 of Ferocity are Double Edged Sword and Feast, and Feast is useless for supports and Double Edged Sword is useless for ranged supports.



http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
cLutZ
Profile Joined November 2010
United States19574 Posts
November 08 2015 05:18 GMT
#509
On November 08 2015 14:06 Ketara wrote:
Show nested quote +
On November 08 2015 13:03 Volband wrote:
Hm, Let's see Leona. First of all, you want a resolve keystone, so you are going to invest all the way there, while the ferocity tree gives you exactly nothing, so the remaining points have to be assigned to cunning.

5 points to unyielding should be a no-brainer, and not just because it has a synergy with her W (and her future build), but because the health regen is useless. You bought only wards and potions to begin with early game, when such a life regen could matter, and now you can't even buy wards and start with more money, Also, you will most likely still start with targon, so the health regen is just useless. Same goes for Thresh and Braum.

So, Explorer or Tough Skin. Against ranged opponents at bot lane, it really isn't a question, Tough skin just gets you to reach lvl2/3 (whenever you want to start going ham) all the more safely, and after that, none of these two masteries are crucial in lane, though having tough skin still sounds much better, because your opponents will have to be close to your E range, and if not, it means you are zoning them out. Explorer can be fun, if you want to gank mid early, but you'll have mobility boots most of the time and rather fast, so you give up lane strength (inb4 someone tries to argue that some +12 movement speed in brush shenanigans will win bot lane more reliably, than tough skin) just to have a narrow window of opportunity when you can roam more efficently to mid lane. Meh.
Whether explorer is better later in the game if you don't plan on buying some speedy boots... It's just too weird.

Runic armor vs Veteran scars is, once again, an easy one. Unless you are supporting an AP Janna of course, because then suddenly we are presented with some meaningful choices, but I'm going to be bold and assume that you will still see marksmen on your side at botlane, so veteran scars is just superior. Yeah, runic armor can be comboed with the whooping 2 hp/5sec of Recovery in the first tier, so if you want to waste 10 points to have an extra ~2.3 life regen instead the scaling bonus resistance and scaling hp masteries, go ahead. (Yes, the regen is scaling as well, but when mid/late game fights will occur, no one will wait for you to regen anything, you either explode or not)

Now if we add Preservance to the picture, we actually have to accept the fact that you can have some preeeetty nice life regen. Then we wake up and take the 15% reduced summoner cooldowns, because more often than not, reduced flash, ignite/exhaust cooldown will net you more kills and saves, than (gonna make up a number now) +~7 life regen/5. And again, Insight has a nice mid and late game power as well.

The 4th tier where I actually had to take on my imaginary glasses, because 15% tenacity is just good, can't argue with that. Legendary Guardian should still be the g-to choice, as you can start your cc chain a million miles away, and your basic role is to get into the fray and endure the beatings. Though even if you are having one of those games, where you have to stick to your adc/apc, because that 20/0/0 Rengar is hunting them, Swiftness still won't top it. Also, Legendary Guardian means +4/4 resistances constantly at bot lane. But this is the one tier where I could see people taking swiftness once in a blue moon, though I won't agree with them. It's still not a meaningful choice, it's just sad to leave Tenacity behind.

And the playstyle defining keystones, all right, that's what we've been waiting for. Forget basic masteries, they are just to fill the void. Here we come, 3 different Leonas at least just from the resolve tree!!
Grasp of Undying: This looks charming, I know you are already counting that 3% of ~3500 as damage sounds cool. It does, actually. Sadly, we don't start with ~3500hp, and while it hurts a bit during the laning phase too, Leona a.) never had problems with lacking early damage b.) landing your skills and cc is how you win the lane, an extra ~50 on hit damage is just luxury. Take ignite if you want a higher kill potential. Sadly, as fun as it could become later in the game, your job will still be to cc the living crap out of everyone and to start (or occasionally disengage) fights. The enemy carries won't die because you hit them in the face for ~200 dmg (after resistances), but because you put them on a plate for your assassins, or your tanky top laner, who actually benefits from this mastery, because unlike you, he has no other obligations other than "be an annoying asshole". Also, it would be hardly playstyle defining for you, because you auto-attack during the off-time anyway, and your build has been HP heavy too, so nothing would really change.
Strength of the ages: No. I mean, it's good, but how on Earth could you pick this over
Bond of Stone: Easiest keystone choice in my entire life. Percent based damage reduction which doesn't suffer from max/current hp damage and works vs. everything (ie. minions, dragon)?! This bonus is doubled when I'm near an ally and I happen to be on a lane with an ally 99% of the tme (damn you afkers!!)??! They also happen to be squishy, and this kestone mastery lets me take away from the damage he would receive, while I'm tanky as fuck since the very beginning??! .... Naaah, which one was the hp based bonus damage keystone mastery again? Totally want that instead.

I guess a good point could be raised, that while BoS just makes everything else a laughing matter, the liferegen masteries are actually a good combination with this one. Which is true. If I could pick all the masteries in one tree, I would definitely invest everything in this tree, because as I just said, BoS+liferegen sounds so damn neat during the early game! But I can't do that, and I'm still forced to choose. The only difference after knowing I'll pick BoS in the end is that I'm not choosing between useless and very good, but good and very good. A prime example why the new way of picking masteries, or rather, the options presented are pitiful. If you pick health regen nstead of a 15% reduction of one of the ost powerful skills (flash+ignite/exhaust) in the game which are accessible since lvl1, than you are probably the person who is happy, that now you won't look at your silver border at the loading screen, but your silver division 3 border instead.

Anyway, we have 12 useless points to spend, so let's get over with it:

Wanderer (5) - (won't change my opinion on Explorer, especially because BoS will probably make you hurt more during the laning phase, so you'll need Toughness even more so)
Secret Stash - was it a hard choice? honestly?
Tier 3 - The one example where Riot hit the nail in the head. Both of these are so damn useless, that it's not really obvious what you should take. I guess if you are one of those people who can even run out of mana with Leona, than pick Meditation, otherwise Merciless sounds like the way to go. Which is terrible to type out, because it's still a ridiculously ineffective mastery for you.
Tier 4 - All right, on a serious note, this is the one and only tier where you can really choose between somewhat meaningful options. As much as I like Bandit, Dangerous Game have its' uses on an all-in support like Leona. Credits where it's due, I guess?

I really don't see how is this an interactive or gamestyle defining mastery system.

Don't want to make another WoT, so a quick rundown on Janna's no-brainer choices:
Wanderer
Secret Stash
Meditation
Bandit
Intelligence
Windspeaker's Blessing (once again, hardest choice in my life)

Recovery
Toughness (I can already see people picking Explorer for that Janna brush-control)
Runic Armor
Insight

Damn. We can even switch Janna out with Nami and we get the same results.You'll need some math for Soraka to know whether you Preservance on her instead of Insight, I guess. Imo it's an easy Preservance, as flash is rather meh on Raka, and her second summoner spell is only secondary to the power of her constant heals.



So, there are a number of things that I think are unfair about your comparisons here, but the main point is that you're not comparing the season 6 tree with the season 5 tree, so it's not really a fair comparison.

In season 5, Leona, like most champions, has little to no variation in masteries. Everybody on probuilds takes 0/9/21, and while I do see some very minor variations in the 21 utility points, most of the variation I think comes down to people not caring enough to do the math to optimize their mastery page for an extremely minor improvement. I think there is a page that is unarguably "correct".


For season 6 though I think you're painting in broad strokes and not really seeing where the possible variation lies. For starters, I don't think you need to go 0/12/18 at all. I think 6/6/18 or 0/18/12 are arguably viable.

The problem here for me is that most of the middle tier of Utility is useless. Bandit is good, but for Leona who doesn't have real mana issues and is a low damage initiator, both Merciless and Meditation are useless.

However, Sorcery and Double-Edged Sword (Feast is useless you're not killing things) are strong. They won't be as strong late game as Bandit. However, Leona's damage early game is threatening and respectable, and Bandit won't do anything early in the game.

So you can easily see how 6/6/18 would be stronger early game, and 0/12/18 would be stronger late game. This means these two pages can be changed based on playstyle, preference, and team comps/strategies.


In fact, if you want a real threatening early game page, you can go 0/18/12, picking up Thunderlords Decree and Precision. These are both strong early game damage masteries. Thunderlords Decree won't scale well when you're not building damage items, but an extra 30 or so damage on both members of the enemy duo in your level 3 engage, plus a bunch of extra flat pen that's strongest early game, gives you a generous amount of additional early game threat.

What you give up is late game tankiness. Both Swiftness and Leg. Guardian are much stronger late game than early game. Bond of Stone is legitimately very good and I don't see a better defensive keystone for a support, this is a totally fair criticism, but it's also better late game than early game. Realistically Thunderlords Decree in an early game fight will do much more damage than Bond of Stone will prevent, and dealing damage is usually better than preventing it early.

So you might call 0/18/12 an early game, slightly cheesy mastery build, but it's a realistic choice and it's a choice that is not present in the season 5 system. A less cheesy early vs. late game choice is the choice between 6/6/18 and 0/12/18.

You have choices.


There's also choice within the defense tree. For Keystones no you don't have much of a choice that could be better. Again, a defensive keystone that did damage would provide a good differentiation from Bond of Stone, as would a difference between Strength of Ages and Undying that was more pronounced. I really think Strength of Ages and Undying are much too similar in comparison with the other trees (I also think Warlords Bloodlust and Ferver of Battle in offense are too similar).

But there's still choices earlier in the tree.

Swiftness vs. Legendary Guardian is not as preference based for Leona as it is for Rammus, but you still might grab Swiftness against a disengage heavy team with lots of slows and low damage output. You say it's not a "meaningful choice" but it absolutely is.

Perserverence vs. Insight is also a meaningful choice that's based on playstyle and preference for the exact reasons that you outlined. Decreased summoner spell cooldown I think is more important in bot lane than other lanes typically, but it's very arguable that it's just not actually all that helpful. People take it in season 5 because there's just no better option at that tier when you go 21 Utility, but I imagine in season 6 while there will be some resistance to not taking it, Perserverence is competitive.

For a bot lane tanky melee support that's one time where HP regen early game is actually kind of a big deal.


There's other things where I think you're right. For Leona in particular Tough Skin, Unyielding and Veterans Scars are obvious. But not every single tier has to provide a meaningful choice for every champion, as long as for every champion there are choices somewhere in the system. If every tier provided choice for every champion then the system would be too complex and it would take up too much of your time and reduce the fun factor.


So, in conclusion:

I DO think your criticism of Keystones for Leona (and tanky supports in general) is fair. There is no choice there unless you want to go cheesy and shoot for 0/18/12 instead. I do think that even if other tiers don't provide obvious choice, every champion should have a choice of keystones.

However, I think while you've made some legitimate criticisms of the new system, you've failed to compare it to the old system, and if you did so you'd find that the new system, while not perfect, is a marked improvement.






Actually, that's nonsense. Comparing to masteries that require 0 effort to maintain is not really a useful comparison point. Unless they are inarguably superior its time better spent fixing Poppy and the still 100% fucked jungle.
Freeeeeeedom
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-11-08 05:23:13
November 08 2015 05:20 GMT
#510
The discussion is not about whether or not revamping masteries was an efficient use of Riots time and manpower (a criticism I already raised earlier in the thread).

The discussion is about whether or not the season 6 system is better than the season 5 system.




In fact, Monte.

You're on the PBE right?

If I made a list of new masteries I'd like to see that address problems I see in this system, such as there being no option in point 6 Ferocity for most Supports, would you post it and we can see if we can get a redpost?
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
cLutZ
Profile Joined November 2010
United States19574 Posts
Last Edited: 2015-11-08 05:27:58
November 08 2015 05:27 GMT
#511
While I think that is a non sequitur and a silly dismissal of a valid criticism, I would also argue its a waste of my time as I now must make new optimized pages. Thus, my preference would be: 1. Real talent system that has meaningful choices; 2. Eliminate all masteries; 3. Keep old, boring, masteries; 4. Make new, boring, but possibly slightly less boring, masteries.

You are, basically, arguing for changing all the road signs to KPH.
Freeeeeeedom
Ketara
Profile Blog Joined August 2010
United States15065 Posts
November 08 2015 05:33 GMT
#512
If you look at making new optimized pages as a waste of time, then you're probably going to see any changes to masteries as a waste of your time, and would prefer they keep the old system or remove it entirely.

I think there's some reasonable argument that the mastery system is unnecessary and could be removed entirely. But the fact is that's just not going to happen (too big of a change / would cause too many balance problems / would upset or confuse too many players), and I don't think suggesting options that are blatantly impossible is valid criticism.

I do think the argument that they should have kept the same masteries as season 5 (like they did from 4 to 5) is a valid argument, and again one that I made earlier in the thread.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
cLutZ
Profile Joined November 2010
United States19574 Posts
November 08 2015 05:45 GMT
#513
Here is an interesting mastery system: Q-Tree, W-Tree, E-Tree. You only get one. T1 gives a flat +% damage/effect or duration. T2 is inherent cdr or range. Etc. But, like you said they won't do that because its against thier idea of winning/losing during champ select, but that is just an argument for eliminating the system, or going to a HOTS-style talent system.
Freeeeeeedom
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-11-08 07:46:03
November 08 2015 07:45 GMT
#514
Hmm you know, I read Grasp of the Undying incorrectly.

It doesn't say heals for 3% of your max HP, it says steals life equal to 3% of your max HP.

So it does do damage. That's a significant difference. Makes me like it a lot more.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Volband
Profile Joined March 2011
Hungary6034 Posts
November 08 2015 07:46 GMT
#515
@Ketara: I expected to read a reply which mainly highlights that it is not literally true that we never have a choice. But aside the 6/6/18 argument, I don't think anything you said is convincing. Yes, in the very early fights Thunderlord's Decree can be useful, but I deliberately not using the word impactful, because that would be stretching it. But you also give up legendary guardian/swiftness and BoS for it. Haven't seen the mastery in action, but reading it, I suppose it means you have to hit with all three of your skills, and even then, it only shocks the area around the target you are attacking, so their support might not even get damaged. It is a good argument if you want to prove that the choices are not obvious 100% of the time, but 9 out of 10 games you should probably still stick to BoS, because it's just that amazing and it's arguable whether holding your ground longer (and getting a way to protect your adc) will net you more damage in the longer run (which could be lvl4, if we are saying lvl 3 is when Thunderlord's at it's peak for Leona).

The choice feels more awkward to me than meaningful, even if it's considerable. Now imagine if Thunderlord's aoe (because I think it creates some kind of an aoe field) roots or slows. Ding-ding, suddenly that 40 or so damage is just an extra, and you gained an extra form of aoe cc. What if you could share the healing effect of Strength of Ages? BoS is still better, but now we are getting there, where with a few tweaks you might take SoA instead. What if Explorer would work in the enemy jungle (50% power for the bush effect there) and had some kind of scaling? Suddenly it sounds somewhat exciting. What if Feast worked in a way where if both players have this mastery, both of them would get healed, even if the other one dealt the killing blow. Maybe it would even have some extra, like +30 health if you share this mastery and only 15 sec cd. What if the Cunning's tree tier 3 masteries wouldn't suck ass for champions like Leona? What if Recovery gave 3hp/5?

Tier 3 and 4 in the ferocity tree know what's up. Those are the choices I'd like to have everywhere.
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-11-08 07:55:46
November 08 2015 07:51 GMT
#516
Thunderlords Decree says "third attack or spell" so I'd assume just an auto-Q-auto at level 1 would pop it.

You are ignoring the primary argument, in that you're not comparing it to the previous system at all. You're just calling it bad in general.

I think several of your problems with individual masteries in addition stem from not understanding the numbers behind how strong they actually are. If Thunderlords Decree also slowed it would be blatantly overpowered.

I'm also not sure how tier 3 cunning is bad on Leona. It doesn't give tanky stats sure, but it's not a tanky tree. CDR is good late game on Leona, and flat pen is good early game on Leona.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
cLutZ
Profile Joined November 2010
United States19574 Posts
November 08 2015 08:22 GMT
#517
Comparing it to the previous system is obviously a false choice though...
Freeeeeeedom
Volband
Profile Joined March 2011
Hungary6034 Posts
Last Edited: 2015-11-08 09:18:09
November 08 2015 09:14 GMT
#518
I thought tier 3 is Meditation vs Merciless. Than I was talking about tier 1.5 I guess.

I don't know why you want me to compare it to previous masteries though. Without the keystone masteries, S6 masteries look very boring and 1-dimensional, S5 beats it out, and with the keystone masteries, S6 wins, but ONLY because of them. It's not because they improved the mastery system, but because they topped it off, so I wouldn't call it a fair comparison.

I don't think (again, making up a number, I think balance comes next) a 25% slow (it can decay, last for 0.5 sec, once again, numbers can be tweaked) would be blatantly overpowered. BoS still gives you 8% damage reduction in fights, while the third one boosts your early game a lot.

I just wish Riot would be as ballsy as they are with some of the marskmen changes, or God forgive me, with dynamic queue. Yes, I love one of them and passionatly hate the other one, but at the very least I can say they dared to pump new blood into the game. The new mastery system has a good basis, but falls flat, aside from a few keystone masteries here and there.

Edit: For example, what if Recovery was 4 hp/5 and Unyielding was 7/8 %? Like actually getting there where you get the feeling of choosing between a strong early and late game mastery, instead of laughable numbers.
M2
Profile Joined December 2002
Bulgaria4129 Posts
November 08 2015 09:15 GMT
#519
Looking at the new masteries I think that the meaningful choice idea Riot had, not really gonna happen. People more or less will still pick one mastery page for a champ and won't change it. Maybe for some champs in a specific compositions/roles you may want to change his 18 point mastery, but even then few will do it.

Regarding the part where you have to sacrifice something for something else and you need to make a decision, wasn't it like this until now as well? you could only put 30 points and had to sacrifice some stuff for another.

So, bottom line is that the new masteries are just different, nothing more or less.
Knife kitty, night kitty, put you on a slab. Stealthy kitty, hunter kitty, stab stab stab :-)
Ketara
Profile Blog Joined August 2010
United States15065 Posts
Last Edited: 2015-11-08 09:41:55
November 08 2015 09:34 GMT
#520
On November 08 2015 18:14 Volband wrote:
I thought tier 3 is Meditation vs Merciless. Than I was talking about tier 1.5 I guess.

I don't know why you want me to compare it to previous masteries though. Without the keystone masteries, S6 masteries look very boring and 1-dimensional, S5 beats it out, and with the keystone masteries, S6 wins, but ONLY because of them. It's not because they improved the mastery system, but because they topped it off, so I wouldn't call it a fair comparison.

I don't think (again, making up a number, I think balance comes next) a 25% slow (it can decay, last for 0.5 sec, once again, numbers can be tweaked) would be blatantly overpowered. BoS still gives you 8% damage reduction in fights, while the third one boosts your early game a lot.

I just wish Riot would be as ballsy as they are with some of the marskmen changes, or God forgive me, with dynamic queue. Yes, I love one of them and passionatly hate the other one, but at the very least I can say they dared to pump new blood into the game. The new mastery system has a good basis, but falls flat, aside from a few keystone masteries here and there.

Edit: For example, what if Recovery was 4 hp/5 and Unyielding was 7/8 %? Like actually getting there where you get the feeling of choosing between a strong early and late game mastery, instead of laughable numbers.


Meditation vs. Merciless is really shitty options for Leona. It's not shitty options for other champions, but I agree that a third option there would improve the system.

I don't know why you just want to post saying that the new system is bad if you're not comparing it to the old system. You think everything is bad, I think we get it.


Thunderlords Decree would be incredibly broken if it did a 25% slow. Possibly not on Leona, but compare it to some other champions who might take it.


Like, for Lux, Thunderlords Decree vs. Deathfire Touch is very balanced.

Thunderlords Decree at a full build will do something like 250 damage in an AOE, while Deathfire Touch will do about 80 damage. While Decree does a lot more burst damage, it's on a 30 second cooldown, and DFT should outpace it for sustained damage.

Thunderlords Decree is however a lot better at level 1, and if Lux can pop it at level 1 with an E+passive auto and get a slow on top of that preventing an enemy champion from getting away from more autos, that's just really oppressive early game.

There's a lot of champions that an extra slow on top of their existing kit would make their lane trades unfair.


I don't think masteries are where you want to be looking for "ballsy" changes. I see masteries as incremental things that assist a player in doing what they want with their champion, and I think Riot does too. I think the existing Keystones is already a pretty ballsy way to change it up.



Again, I think there are legitimate criticisms of it. They said in their post they're okay with not everything being a meaningful choice all of the time, but when it's something like Merciless vs. Meditation or Dangerous Game vs. Feast on Leona where there's basically nothing in there between four options that she even wants when the system all but requires she takes one of them, that's a problem and I think it's deserved to address that.

But on the whole I do think it's better than the older system. It's more interesting and does afford more choice, even if it doesn't afford as much choice as you might want in particular.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
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