New Resolve Tree

Bonipherus··35 votes·1,309 views

Riot has made this statement on the new masteries

"Before we begin, it’s worth mentioning that mastery trees share a general framework. As you progress down a tree, masteries become more targeted toward individual playstyles, both in terms of the benefits they grant and the requirements to access those benefits. Earlier masteries are often also geared toward laning phase or jungle clearing, whereas later masteries scale better with game time".

Low tier masteries > generally good on anyone, poor scaling

higher tiered masteries > requires certain play styles or builds, scales into the late game

Tier 1 Resolve mastery: Unyielding. Grants 1/2/3/4/5% bonus armor and magic resistance

Tier 3 Resolve mastery: Veteran's Scars. Grants 10/20/30/40/50 health.

The Unyielding mastery requires lots of bonus stats to take advantage of and will only become noticeable with higher and higher amounts of resists (i.e. late game) while Veteran's Scars grants a low amount of flat health that, as admitted by riot with the removal of Strength of the Ages, is a stat that simply is a good fit on anyone and is far better early game.

These masteries need swapped. They do not currently fit their own design philosophy.

19 Comments

THE RlVER KlNG10 votes

How about we just remove keystones and call it a day

Drohhan9 votes

this, i prefer the old masteries.

Pierce The Veal1 votes

{quoted}

this, i prefer the old masteries.

Same here.

EndlessSorcerer1 votes

Agreed.

Gnart Even Close2 votes

I like the old masteries for the lower parts, but am a big fan of keystone masteries

EndlessSorcerer1 votes

Honestly, Keystone masteries are probably my main issue with the system.

Most champions have few options on which keystone they need (having maybe two viable options where one will usually be superior). In addition, Keystone masteries mean that there is a significant amount of additional damage in the game.

They are a large part of why we've had so many assassins building defensively throughout the season; Keystone masteries provide enough damage to kill squishy champions anyways and they need the additional durability to survive against them.

Gnart Even Close2 votes

I like the concept of a high impact mastery in the game. A lot of them aren't even about damage (i.e. Warlord's Bloodlust, Bond of Stone, Windspeaker's Blessing, Stormraider's Surge, Courage of the Collosus). They definitely add more depth to the game, and I really enjoy that. Some of them are just dumb because they just increase damage (Deathfire Touch, Fervor of Battle) but at least Thunderlord's Decree and Grasp of the Undying have preparation involved and can determine the outcome of a trade when used properly.

I think the bigger problem than Keystones is all the changes in the lower tree. For example, the previous oppressor gave damage reduction instead of a damage increase against CC'ed targets, and it was in the Defense tree. A lot of really cool masteries like Adaptive Armor also got taken out. The keystones are only part of the damage creep, and they are actually pretty interesting for the most part, at least in my opinion. I just want the old system for everything below (so basically, fixed number of points per tree, a keystone at the end, a lot of old masteries back, and not forced to only go up but can invest anywhere in the tree if you have enough points to get that high). Keystones don't really need to be about damage. I like the ones that add depth to gameplay without just increasing raw damage (i.e. Fervor and DFT are bad; Grasp and Stormraider's Surge are awesome). I think removing a lot of the raw damage from masteries in lower ranks, and changing keystones both to be more interactive and less about raw damage would improve the game significantly.

Remember, keystones are just powerful masteries, not necessarily damage steroids.

EndlessSorcerer1 votes

I wouldn't be opposed to the changes you suggested.

Though, it would be nice if the resolve tree actually had some good defensive masteries. The current iteration is rather lackluster.

Gnart Even Close1 votes

Yeah, a lot of other people are bringing it up, so hopeful Rito will fix up the Resolve tree a bit

DeathBurst1 votes

Well, the total power of Masteries was kept relatively constant, so to get fun and interesting Keystones, we had to give up some power from the lower tiers masteries ;)

NineTailedMystic2 votes

The old masteries were more balanced but boring imo.

Skias6 votes

I don't think Courage is going to be enough to make people want resolve. Siege master is kind of meh too.

Crett4 votes

Agree.

And bring back old Perseverance

WoonStruck1 votes

Current one is so worthless nobody outside of Heimer can make use of it.

Veltox1 votes

DrMundo ?

WoonStruck1 votes

Mundo's passive is not increased by the current perseverance.

Gnart Even Close3 votes

and Oppression. and Adaptive Armor. and Reinforced Armor/Evasive. and Inspiration. and Spell/Blade Weaving. and Arcane Blade. and a whole lot of other amazing masteries that we lost

Dengeden1 votes

You just gave yourself the reason why they won't do it. Everyone would take it. I guess they could swap both Resolve T1 and T3 masteries but that'd be pointless.

6Sfool1 votes

I agree with that. Or at least give back the old %bonus health.

Does anyone know how the new fearless mastery works? Does its bonus armor reduce the damage of the first hit? Does it also increase with base armor?

More from Gameplay

More by Bonipherus