New mastery idea...
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Name can be discussed. 3 level mastery that can help players, counter nodes that have big power gain, and at the same time could be an integration on war defenders.
Level 1/3
-When punishing a special attack the opponent is passively power locked for 0.3 second.
Level 2/3
-When punishing a special attack the opponent is passively power locked for 0.5 second
Level 3/3
-When punishing a special attack the opponent is passively power locked for 0.8 second
This would work great to give players an edge in many BUT not all fights.
Pros (power level to situation)
Counters power reserve (minor), counters power gaining champs (minor/moderate), allows every champion access to a power lock ability (moderate/high), Ghost players (high), tigra players (minor), could be used with other power lock and burn abilities for added durations and rotation (moderate/high), new champ abilities and possibilities (high), can add new possible abilities for old champs [I.e. Dormammu can be given power changing immunities] (high)
Cons (power level to situation)
War defenders utilization [I.e. Annihilus, Terrax vs #metal champs, Domino's critical failure] (minor/moderate), nodes [node that gives 33% power when gaining a debuff immune to] (minor), not every special is punishable (moderate), takes 3 points to be noticabley effective (moderate), Kabam can create new difficult nodes for new content (high) :-)
Other ideas, counters, and utilization can be used by the players and Kabam equally.
Level 1/3
-When punishing a special attack the opponent is passively power locked for 0.3 second.
Level 2/3
-When punishing a special attack the opponent is passively power locked for 0.5 second
Level 3/3
-When punishing a special attack the opponent is passively power locked for 0.8 second
This would work great to give players an edge in many BUT not all fights.
Pros (power level to situation)
Counters power reserve (minor), counters power gaining champs (minor/moderate), allows every champion access to a power lock ability (moderate/high), Ghost players (high), tigra players (minor), could be used with other power lock and burn abilities for added durations and rotation (moderate/high), new champ abilities and possibilities (high), can add new possible abilities for old champs [I.e. Dormammu can be given power changing immunities] (high)
Cons (power level to situation)
War defenders utilization [I.e. Annihilus, Terrax vs #metal champs, Domino's critical failure] (minor/moderate), nodes [node that gives 33% power when gaining a debuff immune to] (minor), not every special is punishable (moderate), takes 3 points to be noticabley effective (moderate), Kabam can create new difficult nodes for new content (high) :-)
Other ideas, counters, and utilization can be used by the players and Kabam equally.
2
Comments
- lose the multiple levels on each one .. you either have a mastery, or not ...
- make the masteries more impactful .. (ie 7 different masteries for various "Show me the Class of a hidden enemy", or "show me the PI of a hidden enemy" ?? really? does anyone actually use these?)
- As a result, less mastery points will be needed ... and hence choices would need to be made ...
- remove costs of purchasing masteries .. (could keep the costs of Unlocking them .. fine .. but once you have a mastery unlocked .. it's yours .. change points to/from them .. FREELY ... )
[edit] and by "more impactful" I'm not implying "broken" or overpowered .. :P ..
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