Resolve Mastery that reduces damage from ranged sources by X%? (MELEE ONLY)
Tier 5, 5 possible points. 1%/2%/3%/4%/5%.
Tier 5, 5 possible points. 1%/2%/3%/4%/5%.
No. you can't just make it melee only. Just give it diminishing returns for ranged.
Watch zed abuse this mastery to become even more opressive against ranged mages.
Because Zed totally builds Resolve. facepalm
I would like:
Reduce all physical damage taken by an amount equal to 3% of your armor (halved for ranged). Reduce all magic damage taken by an amount equal to 3% of your magic resist (halved for ranged).
If anything at all.
That sounds more like a T4 with no scaling, and I'd rather have scaling to make it T5, so someone going just 12 can't have it. Hence, T5, so they're forced to go full Resolve just to have it, to avoid tank mastery abuse on unintended champions.
What do melee mid laners do then tho 
A mastery that locks out use for a significant portions of champs.... That is simply a terrible idea.
And then you realize said portion is what causes the problem in the first place.
I'm unsure of whether or not it should be flat or % reduction. Flat would be stronger early and fall off to almost nothing late, while % would scale the entire game.
I guess it would depend on how far down the tree the mastery is going to go. The earlier it is, the better chance it's going to be flat reduction and not scale. If it's flat, you'd also have to worry about people stacking the mastery with
. Although you could easily argue that this mastery is doing the job DS should be doing right now and the shield can be removed or changed at the same time.
Ranged vs melee is an issue for an entire game which only gets worse as a game goes on, hence % over flat.
But like, an earlier T2 or T4 mastery reducing damage from ranged sources by some flat amount or whatever could work. So there's both.
They got rid of extra damage when slowed because it was a yes/no option (does my champ have cc or not). They won't put another yes/no with, "Is my champ melee or not?"