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flaws in the mastery system

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Forum » General Discussion » flaws in the mastery system 5 posts - page 1 of 1
Permalink | Quote | +Rep by Devampi » August 26, 2015 11:19pm | Report
So we all know the mastery system. But IMO it has a lot of flaws lately. It's ment to give an indication of how good someone is with a god.
Instead for a lot of people it gives a better indication of how much that person plays the god (normally this goes paired as longer played the more exp you have with this god). as I have seen people playing a certain god with mastery 10 worse then someone who had only mastery 2 or 3.
But now why do I find the mastery system flawed:

1. you get masteries for every game mode. makign masteries not reflect your experience with the god in another game mode (so if you play arena and then go ranked conquest with your mastery 10 god you are ****).

Yes they may sound like I want the system LoL uses for their masteries. Well yes it reflects mastery better as you can only gain the points in the rift.

2. This is the biggest flaw with the mastery system. The double worshipper weekends/days/etc. and even the boosters, just why did they invent this. the system was there to let other people see how "good"/long you play that god. with these event things you just ruined your own system by giving people a boost which leads into an false representation.

3. showing the lvls. you may call this a personal preference or not necessary but you can't hide them and sometimes a lot of people think owh that guy from the enemy team has an mastery 8 wukong and the others also have pretty high masteries while our team caps at 3 masteries. gg we will lose.
or you have the case someone just doesn't want to show the lvl. as with how toxic the community can be if you are a high mastery people assume you are super good and stuff while sometimes you will be having a bad day etc.

this are some of my points why I think smite needs to fix that system of theirs. compared to LoLs the system is broken especially with point 2. (and also having lvl 5 mastery in LoL doesn't mean much as you can have the first mastery after a good game. making people less expecting. And LoL keeps giving you mastery points after the lvl cap)

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Permalink | Quote | +Rep by Zilby » August 27, 2015 12:02am | Report
I do want a system to see how much I've played a god overall in every game mode which the mastery system sort of solves (aside from double worshippers, etc), but I do wish there was a game mode specific one as I've said in my previous comment on my blog where this topic originated. Hiding mastery level would be a nice addition because it could prevent bm, however I would be instantly skeptical of anyone hiding their mastery level with a god simply because I wouldn't know their reason.

What I would like to see is an overall mastery system as we have now paired with a game mode specific one. This would allow people that only play one gametype to still eventually get their legendary and diamond skins while still showing what game mode they're proficient in. Perhaps a dual system? You could always leave the mastery system as it is and add in another system to show how much one has played a specific game mode, but I feel the only gametype that really needs this is conquest. This second system could then determine whether or not you can play a god in ranked CQ or not, preventing those that only play arena from plaguing ranked games with gods they don't understand.
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Permalink | Quote | +Rep by Subzero008 » August 27, 2015 2:31am | Report
Yah, yah, we all know masteries is a ****ty system.

Honestly, a better idea would be similar to Achievements.

Example: Artemis:

- Experienced I/II/III: Play 10/30/50 games. (3/5/7 points, for a total of 15 points)
- Headhunter I/II/III: Get a triple/quadra/penta kill. (3/4/5 points)
- Fury I/II/III: Have the top player damage for 10/20/30 games. (5/5/5 points)
- Sharpshooter I/II/III: Miss less than 50/40/30% of your basic attacks in a game. (3/6/9 points)
- Turtling I/II/III: Survive 10/15/20 minutes without dying. (3/5/7 points)

And maybe something character specific:

- Piggyback I/II/III: Hit 3/4/5 gods with one ultimate. (3/6/9 points)
- Trap Master: Hit 13 non-stunned players with a trap. (7 points)

These all add up to 100 points, see? So instead of seeing a completely meaningless rank, you'd see a point total, from 1-100. This way, you could actually get a rough estimate of how good that god is.

Actually, a better idea might be getting into a certain level. Getting 10 points is level one, or novice; 20 points is better, etc. This is because it might be difficult to equalize the amount of points you could get for every god.

Games ending before 20 minutes are disqualified. This is to prevent "achievement farming," or some cheese with the shorter achievements. Whaddya think?

more examples, because this is kinda fun

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Permalink | Quote | +Rep by BestMinionEver » August 27, 2015 3:29am | Report
Like I have Anhur rank 10 for some reason and that is probably one of my worst gods :P

But what a lot of ppl seem to forget is that someone with rank 10 could have been playing nothing but that god. So the fact that he has played that god a lot does not mean he is good at the game yet...
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Permalink | Quote | +Rep by Greenevers » August 27, 2015 7:45am | Report
They just need to change the prerequisites to ranked.

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