Thoughts on Resolve runes in a non-tank perspective

Lil Homie busta··1 votes·250 views
https://image.ibb.co/fTSYtx/resolve1.jpg

The resolve tree is the only option for those who enjoy or need a "more durable" playstyle. There's a large amount of champions/classes/situations who falls into this playstyle, but the only ones that can effectively use the resolve runes are Tanks and Juggernauts due to the resistances and health scales in said runes. Because of that, many champions end up having a sub-optimal rune option or staying without any viable choice (when picking resolve runes).

Not only that, but the resolve tree is not interactive enough, even for Tanks. Most of the effects coming from those runes don't depend too much on the player input/actions. A good example of that is Overgrowth: all you need to do in order to use this rune is stay in lane. Excluding jungle, all you have to do, not matter what's you lane or function, is to stay close to enemy minions. Managed to stomp the enemy laner? Same amount of %MHp stacks. Got stomped? Same amount of %MHp stacks. Are you a support? Same amount of %MHp stacks. Due to the slow stacking nature of Overgrowth, even if you return to base a couple of times, the amount of stacks that you will lose will be minimal. All input that this rune requires is "don't afk". Boring.

In resume, why the Resolve tree and it's runes aren't great for non-tanks or/and in an overall way?

  • There's too many defensive stats scales in the runes, which restrains those runes for a small group of champions.
  • They aren't interactive enough, therefore, are boring.
  • Noticeably impactful as other runes they are not.

Suggestions (numbers are just tentative):

Conditioning:

[Current] After 10 min, gain: +8 Armor and MR, +5% total Armor and MR

-> [Suggested] Staying in combat (with or without enemy champions) for 9 seconds grants you a stack. You can only gain another stack after 2 minutes. Upon reaching 4 stacks, you gain permanent +[ 10~24, scales with level ] bonus armor and magic resist. New: Now shows how much damage was mitigated by the bonus armor and mr on the tooltip.

.

Overgrowth:

[Current] Every 8 monsters or enemy minions that die near you permanently increase your maximum health by 0.2%.

-> [Suggested] Every 16 enemy minions or 14 monsters that die near you drop a Leaf of Life, which stays on the ground for 25 seconds. Upon picking up a Leaf of Life, you gain 12 permanent maximum health, which adds to your current health. The leaf always drop in a 500 range area around the killed unit, and it will try to drop as close as possible to you (enemy champions are able to see it). New: Now shows how much damage was mitigated and healed by the bonus health in the tooltip.

This rune could be the perfect substitute for the old health scaling runes that many mages, bruisers, assassins and ADC's used back then if it had a fixed amount scale instead of a maximum health % scale.

What you think would be a good change for the Resolve runes? And why? Feel free to discuss.

2 Comments

Taliyah Rocks1 votes

IKR, what if i'm an adc that wants to trade damage rune for the security that offers Resolve? It just doesn't work. Resolve is just a bad choice unless you play a tanky champion yourself. They wanted to offer more rune diversity but they ended up pigeonholing people once again.

Lil Homie busta1 votes

But it worked. Many mages and assassins used to have scaling health runes in the old system. What really matters when it comes to damage is your itemization; you're not going to have a 20% damage loss if you pick Conditioning instead of Sudden Impact or Coup de Grace. If you build full damage and pick some viable defensive runes, you can have a pretty decent carry or assassin build. The problem is that there isn't any viable defensive rune for non-tanks.

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