Riot, this is how you fix the Resolve/Inspiration trees:

Dingding123·10/15/2019, 9:28:07 PM·3 votes·1,089 views

Step 1 - Nerf the runes and keystones in Resolve and Inspiration that are staples to certain roles and carry certain champions.

We know them by heart: Biscuit Delivery, Magical Footwear, Bone Plating, Klepto Grasp Aftershock etc etc. Note that some of these are not blatantly overpowered - Grasp is quite tame; it's just the strongest at what it does - but they would all need nerfs to make other respective runes in their row usable as well as make room for:

Step 2 - Add a fourth row of runes to both trees that are simply more raw defensive stats for early game.

For these new runes, think defensive Shards but much more powerful - runes that provide a tangible early advantage to make up for the lack of powerful runes in their respecive trees. These new rows could have three runes each, but two runes for simplicity's sake and to make them stand out from the rest of the rows would be fine as well. A choice between a small MS increase (8 or 9 at most) and reintroducing the old Celestial Body rune (and an alternate mode for ranged champions that is just a % health increase) for Inspiration's new row and a choice between a solid chunk of flat health and a mini-Wukong passive for Resolve - a reintroduction of the old Veteran's Scars and Legendary Guardian masteries - would help inject more defensive tools into the game accessible only by the classes that need them as well as replace the current system of gimmick runes that everyone must be sick and tired of by now.

Step 3 - Enable players to pick one rune each from all four rows of Resolve and Inspiration if they are their primary trees or any two plus the new row if secondary.

This will inject a stat boost to champions that need it whereas hypercarries will continue to pick Precision/Sorcery/Domination runes and botlane will finally get to enjoy laning again without a constant barrage of Biscuits.

The problem with the Inspiration and Resolve trees right now is that the only way competitive players can make use of either is by abusing certain runes in them to the point of marrying them for entire seasons (ie Biscuit Delivery, Bone Plating, Cosmic Insight etc.). These specific runes make the rest of the runes in their row irrelevant and yet if they weren't as strong then the trees themselves would be hopeless. Imagine a world where these runes were balanced but there was no compensation for them: one only got biscuits at 3:00, 5:00 and 6:30 or 7:00 instead of as early as 2:00, free boots but at 12 minutes into the game period, or only got the effects of Bone Plating once every minute instead of every 45 seconds. Those would be extreme consequences to taking these popular runes and everyone would stop taking them! But more early stats simply from picking runes from either tree (or both!) would encourage players to still use them despite certain runes and keystones no longer nearly single-handedly carrying builds, as no rune should.

The intentions of these changes are to:

  • re-enable competitive players to pick different runes and/or trees besides the ones that give them the strongest early game advantage or enable them to snowball the hardest
  • give more defensive stats to the two roles that are always in desperate need of them (frontlines, supports)
  • not help jungle hypercarry builds but rather make it potentially more difficult for hypercarries to make successful ganks happen early game so that fewer games get out of hand as quickly.

Example rune page for Alistar after these rune changes: Guardian Font of Life Second Wind Revitalize Bonus Resolve rune: mini-Wukong passive Future's Market slightly nerfed Cosmic Insight Bonus Inspiration rune: Celestial Body (100 bonus health, deal less damage to champions/monsters for the first 10 minutes)

This would be a very protective support page that could be used to save carries and give Alistar's team a huge advantage in teamfights. This is night and day to the current Aftershock page which basically him cheesing the lane as hard as he can with as many currently abusable Resolve/Inspiration runes as possible.

Example top Nasus rune page: Glacial Augment slightly nerfed Magical Footwear Minion Dematerializer Approach Velocity Bonus Inspiration rune: 8 bonus flat movespeed Cheap Shot Relentless Hunter

Much like AP Nasus, the goal here is not to fight for 4+ last hits with Q in early laning phase; unlike AP Nasus however it's not to actively harass the other laner either - the goal here is to absorb exp and be a scary threat both in laning phase and at the 12-minute mark while having great ganking potential with a jungler thanks to the combination of Wither, Approach Velocity, Cheap Shot and Glacial Augment. Current Nasus rune pages on OP.GG focus on sustaining as much as possible and hoping that the other laner is bad to spite itself being a tier-5 strategy; this one takes advantage of starting laning phase with a whopping 368 movespeed without boots and involves not only much more assertive play than simply AFK farming all game but a long-term game plan that can't be shut down or sidestepped nearly as easily as well.

0 Comments