Resolve rune tree "Durability and crowd control", seems to do more damage than both of those traits

Crashyy·12/5/2019, 8:20:47 PM·50 votes·15,814 views

The Resolve tree does too much damage IMO and as a tank this is the only rune tree you can pick.

Anyone remember 2016 Resolve masteries? You could pick armor, HP, damage reduction, HP regen, tenacity, you also had a mastery called Stoneborn which benefits both you and allies....this is the durability and crowd control tree.

The runes reforged resolve tree has a very limited choice. Almost every tank can only pick grasp which does a lot of damage. Then in the second row you have 'font of life' which doesn't help in lane and is also weak, so you again have to pick between 2 damage runes, shield bash or demolish. These already are 2 damage runes that give little to no durability. In the third and forth row you got weak stacking runes.

The new Resolve rune tree gives lots of damage but little durability....this doesn't fit with the description. The 'Precision' rune tree gives more durability and I'm not joking.

54 Comments

Emperor Talquin12/5/2019, 8:25:57 PM25 votes

None of resolves runes have crowd control.

Whisper8712/5/2019, 10:21:25 PM18 votes

Totally agree tank tree needs some buffs and directional focus in terms of tankiness.

I think there is a concern that if you can get too much durability from just the mastery, you'll have similar problems to when Targons on ADC or Abyssal scepter on a mid mage was meta. You just get so tanky early on as a back line damage dealer that divers and assassins aren't able to do their job.

So here are some ideas for runes that would be good for tankier champs and not back liners:

  1. Re-instate Courage of the Colossus - I think this is good because it's just a temporary shield, so even if someone took it on an ADC or Mage with hard cc, it wouldn't be something they could abuse if the cooldown is long enough.
  2. Put in a 100% uptime tenacity rune similar to what the Precision tree offers
  3. Offer a rune that increases the amount of bonus HP by a small % FROM ITEMS ONLY - this would be something that only tanky champs would benefit from, and wouldn't really be that broken since it doesn't scale with HP from leveling up or from other runes.
  4. Offer a rune that reduces damage taken based on the number of enemy champs in VERY CLOSE proximity to you - the range for enemies to be in to activate this should probably be pretty small, like maybe about the same range as the Guardian keystone. And as far as damage taken i'd say maybe like 4/6/8/10 % . That way it tanks could still get bullied by damage dealers hard in lane, but would be rewarded for good engages and come online a touch earlier in terms of team fighting. If you are really worried about tanks being too strong early you could just make it only activate with 2 or more enemies, and make it 6/8/10%.
The thigh guy12/5/2019, 11:16:35 PM16 votes

I mean. They gotta follow the riot creed. Always damage Forever damage Only damage Amen.

Valhalla Rising12/5/2019, 10:29:21 PM13 votes

Runes reforged offered practically nothing for tanks other than aftershock, and even that's tuned around damage.

Saezio12/6/2019, 10:42:47 AM5 votes

They need to put Glacial augment and Legend tenacity to the resolve tree.

Prove me wrong

BigFBear12/6/2019, 2:08:24 AM4 votes

Resolve definitely needs more rune choices because it's full of weird niche runes that are only viable for very specific champs/roles. And because Resolve-users are in so many different roles. There are full-tanks, off-tanks, Juggernauts, Toplaner, Jungler, Supporter.

As tanky jungler for example there is often only one rune in each row that is kinda viable. Actually no freedom of choice. More like hardcore cookie cutter.

As Jungler:

Grasp = Lane Rune Guardian = Support Rune Only choice: Aftershock

Shield Bash = Weird Niche Rune Demolish = More a Lane Rune (it's definitely viable but feels odd as Jungler) Font of Life = More a Supporter rune for duo-laning (viable but feels very odd too as an all-in Juggernaut/Offtank because it's so "supportish" without a buff for yourself.)

Bone Plating = Lane Rune Second Wind = Lane Rune/Weak af Only Choice = Conditioning (which feels also odd if you want to play Steraks etc. and not full resistance Rammus style)

Revitalize = Niche rune for Champs with self-heal/shield Unflinching = Viable Overgrowth = Viable

I have the feeling that no one at Riot plays Resolve in Jungle. Otherwise they would know.

Sire Hippington12/6/2019, 3:35:54 AM4 votes

I think the most outstanding issues are that the keystones are damage focused rather than defensive.

Grasp needs the healing and damage values swapped, currently it's 4%hp damage ans 2% healing when it imo should be 4%healing and 2% damage

Aftershock should to loose the damage portion, instead the 'expolsion' should apply a .5sec 90 % slow and increase the defstat duration by 0.5 sec for each champ it hits

And while we're at it, lower conquerors heal to 10% but increase the adaptive stats at higher levels a bit so there is a clear destinction between cinqueror(damage focused) and Grasp(sustain focused) Right now only champs with poor off scaleings would pick grasp over conqueror, since they both offer prettymuch the same.

xelaker12/6/2019, 5:18:02 AM4 votes

It's almost like Riot isn't trying to balance literally anything, but really just wants flashy lcs because they are in bed with tencent...

Variks the Loyal12/5/2019, 11:15:16 PM2 votes

The keystones are fine. Grasp, Aftershock, and Guardian are all viable runes for different situations.

The first tier of mastery selection is about damage, but it needs to be. Without it being so, Tanks fall behind damage threats. Without Demolish, Tanks have very little tower pressure, and it still doesn't let them take towers as quick as champions that excel at it.

Shield Bash does offer tankiness. It offers Armor and MR when you have a shield active.

Font of Life should be changed, seeing as it's almost worthless. I'd move Unflinching up here, to fit the 'offensive utility' aspect of the tier.

I do, however, think the other options should be fleshed out better. I find myself taking Conditioning almost every game because it scales so well. Bone Plating is fine for laning, but falls off. If you ask me, they're fine, but Second Wind is the one that feels out of place, especially with healing reduction being a thing. I'd move Overgrowth here.

That leaves the last tier, which only has Revitalize now. Revitalize is good; makes the Tank tankier by increasing all healing and shielding they can take, and not just from themselves, but any source. Two more defensive talents here would work nicely.

Hibeki12/7/2019, 9:21:46 PM1 votes

Resolve has basically no damage besides the keystone. Literally only Shield rune and Demolish deals damage. Aftershock and Grasp have been nerfed many times, leave em alone.

Pika Fox12/5/2019, 11:58:46 PM1 votes

Most tanks go aftershock..... grasp is for bruiser/fighter/juggernauts, not tanks.

Demolish isnt a damage rune, its an objective taking rune, helping tanks split push. Usually shen, who is more of a fighter than a pure tank, or juggernauts to give them better split threat.

Literally everything in the second row is defensive and not offensive. Same with the third row.

The only runes that deal damage are the keystones and shield bash.

DeathBurst12/7/2019, 2:45:00 AM1 votes

Long story short, when Resolve actually provides Durability and CC, it's abused by squishy damage dealers who get their defense from there and can then go full offense with items and still be too tanky to kill.

So instead Riot pivoted towards another strategy: now Resolve rewards Durability and CC, so Tanks have good Runes they can use and that rewards what they already want to do. Don't look at what the Runes do, look at how you get their effects.