UNPOPULAR OPINION: Rework/change the resolve tree (longer post)
Hi, as someone who actually likes playing tanks in a game where the focus used to be about protecting your damage caries, I feel like tanks have been getting the short end of the stick for a while now. Yes they are playable, but with the runes reforged update there's been some satisfaction factors removed from the game(for me atleast) and replaced by eighter damage in places where I personally feel like there shouldn't be damage at all. Or psuedo tankyness where there used to be utility or tank stat oriented runes.
Alright so here's what i was thinking about,
- Switch around some of the runes.
- Introduce new runes that can actually offer actual resistances, or tank stats.
- Rework or remove some of the runes we have now.
1. Switch around some of the runes. I found Crysalis and bone plating to be the bigger offenders in the resolve tree that offer psuedo tank stats. Bone plating offers some extra protection early game against damage, but fall off harshly lategame. Each champion, or almost each champion can utelise this for a safer laning phase. Which in turn give champions that are supposed to be weaker in lane. The thing that makes this rune bad for actual tanks is the fact that it scales poorly into the game. The protection it offers scales flat into the game, if it were to get an actual %hp scaling it would be much more fitting to the tank playstyle.
As for crysalis. It's a rune in the reslove tree, the tree that should offer tank stats, as how it was advertised, that gives 60hp at the start of the game and then changes that 60hp to ad/ap. This alone would make it more apealing for champions that aren't going to build tanky to take it for free ad/ap after having a bit of a boost in their early game.
**2. Introduce new runes that can actually offer actual resistances, or tank stats. ** For this I would love for you guys to take inspiration from the old resolve tree. Just a simple rune like scaling slow resistance, or scaling tenacaty would offer stats that actual tanks would want. I know fighters and bruisers would also opt for a rune like this, but right now I'm focusing more on trying to give the resolve rune some actual resolve options.
3. Rework or remove some of the runes we have now. Some of the runes I would consider good canidates for this would be: -Aftershock -Guardian -Demolish -Overgrown -Unflinching
-Aftershock To me, this rune doesn't feel like it should have a damage part tied to it. I strongly believe this rune would function better with a utillity part tied to it instead of damage. Make it so the shock from the rune is a let's say 20% slow? It would encourage tanks with cc to properly take this more over the other options in this tree. If this would get too strong, then a good option would be to lower the flat resistances this rune gives and to give it a low scaling with total armor & mr.
-Guardian
This feels like one of the least, if not the least satisfying keystone rune in the game right now to me.
First off, the fact that it only triggers if you stand close enough to an ally just seems dumb to me. Considering every other keystone does not have a requirement like this at all. Each keystone except for this one can be used even when you are compleetly alone. There's absolutely no benefits to this rune if you are alone.
2. Why does this rune have an ap scaling? the fact that it does just seems random to me.
3. If this rune were to be reworked, I wouldn't mind seeing it staying similar to how it is now. But I personally would really like to see this rune giving the person taking it a benefit just for themselves. Taking inspiration from eighter Malphite & Rakan their passive shields, Face of the mountain or from the old mastery rune Stoneborn pact would in my personal opinion be a step in the right direction.
-Demolish Don't get my wrong. I personally like using this rune. But.. Why does this excist? Right now turrets themselves don't feel like the huge objectives they used to be which you actually needed to put efford into to take them down. Turrets have had their own fair share of nerfes and really not need tanks to get an extra boost to take them down. I'd personally much rather see this rune removed so that we might be able to make place for runes that can actually fit into the playstyle of a tank or into that of a tankier champion.
-Overgrown I don't feel like this is a bad rune personally. But in the expiriances I've had running this, it's been underwhelming. Expecially if you consider the fact that this rune is supposed to scale into the late game. In a game which the developers have actively been trying to make more fast phased. I do not know how to properly give this rune a tap into the right direction. Of if it even needs one. But I felt like I atleast had to point this out.
-Unflinching Again, underwhelming. The stats it offers are nice and all. But there's one big down side to it. You have to have your summoners on CD for it to actually kick in effect. I'd personally much rather see this one being removed to be compleetly honest here. That way it could make place for an actual tenacity rune.
Okay, I feel like I've covered everything I needed to get off of my mind for now. I don't expect this to get seen by anyone at riot, or for any of these changes to happen. But I did feel like it would be best for me to atleast write them down. That way I might just start a discussion about it and who know where it would go from there.
That's it for now. Hope you have a good day. -Pheobos