Warlord's Bloodlust is a tier 6 keystone ferocity mastery with 1 rank. The mastery needs 17 points invested in the Ferocity tree to be selected.
Ranged champions lifesteal less from minions.
Staying in lane is about weighing your rewards vs. what you’re risking to get them. Pushing allows you to apply heavy pressure on the turret, but increases the risk of over-extending and getting ganked. Trading damage increases your chances of getting a kill, but the same is true for getting killed.
By design, Warlord’s Bloodlust sets up a simple risk vs. reward proposition: by opening yourself up to additional lane harassment and gank pressure, you can push the lane aggressively to be rewarded with the sustain to shrug off that damage. Fail to do so (that is, taking too much harassment while you push), and you’re forced to sit back to sustain your health. This is true for melee champions taking Warlord’s Bloodlust. By contrast, ranged champions are able to avoid much of that risk by virtue of getting all of their sustain from a safe distance. We’re tweaking that.
EFFECTIVENESS VS MINIONS : 50% ⇒ 50% for melee champions, 25% for ranged champions
Now gives lifesteal based on your missing health.
As is, Warlord's Bloodlust has two main problems. For starters, it's incredibly narrow - while certain Keystones might restrict you to attacking so often or doing certain thresholds of damage, Warlord's specifically requires you to crit. While being narrow isn't always bad (Windspeaker's Blessing is fine being taken by supports only), the heavy skew towards marksmen when Fervor and Thunderlord's are also great options make Warlord's superfluous (particularly when other classes could benefit from the space).
Aside from its intended audience, Warlord's has always captured a lategame fantasy while giving you nothing immediately - a tradeoff that people just aren't excited to make. These changes take a crack at killing two birds with one key-stone. Removing crit broadens its application significantly, making Warlord's especially synergistic with 'all-in' fighters like Aatrox and Olaf that capture the spirit of the Keystone's concept and giving it more reasonable scaling over the course of the game. If you like to fight to your last breath (and then some), look no further.
NEW FOR THOSE WHO FIGHT FURTHER : Attacks on champions gain increasingly more Lifesteal based on your missing health (up to 20%). Half effect vs minions.
BUGFIX : Fixed a bug where Warlord's Bloodlust's attack speed buff was lasting one second less than intended
Less healing early, but more later. Attack speed up.
If you've played even a handful of games on patch 5.24, you probably learned the same thing we did - 8-10 Thunderlord's Decree per game is probably too many. Yet, no Thunderlord's changes. What gives?
While Thunderlord's Decree is the go-to mastery when you're looking to dominate your lane, we're leaving it as-is for a few reasons. First, we're looking to it as a 'goalpost' from which we balance the other keystones around. It's something you can easily play around, has a good amount of impact, and synergizes well with certain champion kits. Additionally, we're avoiding playing 'whack-a-mole' with the Keystones (ie: just nerfing whichever is best at any given moment). By recognizing TD's strength and matching others to it, we build a better ecosystem for Keystones where you're free to adapt your builds, rather than just playing champions that abuse the best mastery.
So how are we tipping the scales? Injecting some strength back into Ferocity's Keystones while reverting buffs to Precision should help balance things out, no matter how you seek to deal your damage. Toss in a pretty spicy update to Stormraider's Surge and you have a wealth of options at your disposal. It's still possible that Thunderlords is over-tuned after all this, but bringing the others more in line with the leader should help us gauge how big the discrepancy is, rather than just cutting down the top over and over again.
HEAL ON CRITICAL STRIKE : 15% of the damage dealt ⇒ 5-25% of the damage dealt (at levels 1-18)
ATTACK SPEED : 20% ⇒ 30%
Feast cooldown up. Fervor of Battle slightly reworked, and Deathfire Touch’s damage effectiveness is down.
Ferocity is definitely living up to the hype for fighters and mages looking to stay in combat, but provides certain champions too much power relative to the rest of the cast. Fervor of Battle is now about stacking damage against champions specifically, and Deathfire Touch is more focused about consistent applications of damage.
BUGFIX : Warlord's Bloodlust can no longer sometimes proc multiple times within its 2-second cooldown
17/11/2015 Patch Updates
This is why we can't have nice things, Yasuo. You too, Tryndamere.
LIKE EVERY OTHER KEYSTONE : Now only procs on critical strikes against champions or champion clones (tooltip will be updated next patch)
We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion.
Rather than just the 'Offense' tree, let's look at the types of bonuses Ferocity provides. This tree is all about getting into fights and staying there, scrapping with anyone at any time. Many of its bonuses help you against a large number of targets (attack speed and % penetration are pretty 'always good'), but bursty mages or assassins may find single target isolation somewhat lacking. Wanna deal damage, but worried about tanks and fighters getting in your face? Get ferocious and bite back.
DRINK THEIR BLOOD : Critical strikes heal you for 15% of the damage dealt and grant you 20% increased attack speed for 4 seconds
COOLDOWN : 2 seconds