[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=2az2jigh,comment-id=00030002,timestamp=2017-11-11T21:01:13.829+0000)
i find the keystones are the greatest weakness of the resolve tree. at least for many fighters.
Personally, I think that was intended. I know fighters love to have durability as well, but I think Riot wanted to make Fighters focus more on their offense with defense as an afterthought. Now off the top of my head, I can't think of any other keystones in other pages (beyond phase rush I guess) that help contribute to fighters. I guess maybe some stuff in precision, but that's lacking.
Fighters, bruisers, and juggernauts really are having a tough time in rune diversity. I think Riot is aware of this and has plans for dealing with it, but are trying to be careful as bruisers can break the game very easily when they suddenly have great synergy.
That's not to say other classes cannot break the game. Fighters just have the most exploitable weaknesses in return for having the most spread out stats (they are durable but not to tank level, they do damage but not to assassin level. They are a middle ground of the two classes imo despite the archetype of the fighter class being as old as dirt). So when they can bypass their weaknesses easily or to the point where it hardly matters (like having enough high stats to simply laugh) then they start becoming overbearing and throw other classes out of their lanes.
IMO fighter balance is a lot like ADC balance, with the key difference being that Riot knows what they want the ADC to be picked for in games. Fighters are like secondary carries, which I don't see getting much support. They don't have the threat removal of assassins nor the safety and teamwide power of mages. They can't become more durable than tanks because then you'll pick them over tanks and thus we get a constant back and forth between tank or fighter dominance (as we had recently).
The only thing I believe fighters are the best at is the 1v1 splitpush. Even with AD assassins having better escapes, a fighter can usually take a tower faster thanks to auto resets that are common amongst them, and they have the sustain to survive the 1v1, win, and keep hitting the tower so more of the enemy team is forced to deal with it while an assassin in an ideal scenario is supposed to run away.
And this is just my opinion.