Season 9 Runes suggestion (Resolve Tree)
Honestly, never been a big fan of how Runes Reforged came out. Some of them that was teased way back then we could already tell that either it would be a must pick or never picked like that Armor and Magic Resist rune. Patches later we saw some improvements but sorta minor in a grand scope outside of Conqueror. Hopefully season 9 rune system we will see major changes. Here are some of my ideas/hopes for whats to come. I'm planning on doing the other trees as well but feel free to voice your thoughts.
RESOLVE
Grasp of the Undying Bonus Magic Damage: 2% Max HP from 4% Restores 4% of maximum health from 2% Grants permanent 5 bonus hp
Context: Makes Tanks more like Tanks and less like Bruisers.
Font of Life Now applies it's mark to enemy units and monsters as well. Healing 5hp over 2 seconds. New Description: Slowing or immobilizing a unit marks them for 4 seconds. Allied champions (excluding you) who basic attack marked enemies heal for 5 over 2 seconds. Heal for and additional 1% of your max health if against enemy champions.
_Context: I was a huge fan of stoneborn pact and I always thought it was a grossly underrated rune. Font of Life tries to copy Stone Born but it was just way too weak that it may as well not exist. I thought to make Font of Life more interactive by adding a sort of risk and reward system in terms of minion management/control. For example, you could use Karma's Q to hit some minions so your ADC can heal a bit, however you would also be sacrificing potential freezes and lane control. _
**Chrysalis and Bone Plating ** Positions are switched.
_Context: The rune categories of Strength and Resistances, you would think that these two were misplaced. It can also be considered a nerf since you cant do the Bone Plate + Second Wind combo which heavily discourages doing trades. _
Conditioning New Effect: Increases your BONUS armor and magic resist by 10%
Context: Never understood the 10min restriction as it seems arbitrary. Assuming that it was to prevent champs from being too tanky at the start, I thought it would be a better idea if it actually helps champs who bought resistances early and scales better into later in the game if you continue to buy resistant items.
Overgrowth New Effect: Every small monsters or enemy minions that die near you gain 1 stack. At every 8 stacks, permanently increase your base and bonus health by 0.2%. Gain 3 stacks instead if it was a large minion or monster. Gain 8 stacks if it was an enemy champion.
Context: Overgrowth's payoff is very binary. Either you get that increase you expect or you dont and turns into a wasted slot. Hopefully this will smooth it out.
Unflinching New Effect: Gain 15% Tenacity and Slow Resist
_Context: Originally, it was way too situational to see any practical use. _
with
I shouldn't be just immediately shredded because it's lategame. Offensive keystones are superior in the early, mid and late game - why not make keystones centered around making sure tanks don't drop off of the face of the planet because of how much time has passed in the game?