proposed solution for the iron skin and mirror shield resolve runes.

Critmaster Garen··2 votes·927 views

Iron Skin Gain 3 Armor. Whenever you heal for at least 20 health or from a consumable's effect, increase your Armor by 5% for 3 seconds.

i could quote mirror shield, but its literally the same rune for mr. this is my first gripe with these things. there HAS to be a way to combine these into one rune to not waste two slots in the resolve path on the same effect.

since there was some valid criticism to just turning the resistances into an adaptive bonus would force you into specific starting items, how about making them free starting items themselves?

you get the choice between an actual "mirror shield" or an "iron skin" armor of which you can grab one of these items for free in the shop when you equip the rune. after 10 minutes of the items being in the inventory, you absorb the effect into a permanent buff like eleisas miracle used to do?

we also have to talk about the condition of the secondary effect. by midgame and lategame when we need the inventory slot, i dont want to be forced to buy a health potion so the runes give more than

##literally 3 armor or mr

who came up with this idea and who agreed that this is anywhere near on par what other runes provide?

not only that, but whats even the point of attaching a % bonus to the runes when the secondary effect becomes inaccessable mid/lategame?

either this needs to be a higher flat bonus, to really solidify this thing as an early game rune, or the % bonus needs another trigger to make it accessable once you move past health potions.

these two runes arent just wasting a slot in the resolve path for the same effect, but they actually suck. there is no other word for it.

3 Comments

Paroe2 votes

Riot does NOT want tanks to be a lategame thing. They want tanks to be an early and mid game thing. But lategame comes when the enemy marksman has IE/zeal/boots nowadays sooooo.... tanks might as well not exist. Its funny how riot keeps shafting tanks, then giving tanks lategame things, then nerfing tanks, then nerfing tank itemization... I wouldnt be surprised at all if the entire resolve tree were unchanged and tanks would just go grasp+tower damage+base HP+%HP. Theres so few options that are even GOOD in the green tree its not even funny.

The armor/MR thing can be replaced entirely with crit resistance and penetration resistance. Id LOVE a time-gated crit resistance. 1% per minute up to 30 minutes, and 30% penetration resistance.

Critmaster Garen2 votes

ok, ive though about this a bit more and i propose these changes:

the rune grants you access to one of two free items in the shop of at the start of the game. you must chose between the items and cant get both obviously.

the shop only sells one of the two items, and then locks you out of any more purchases for either of the two. you can trade them out for each other in case you took the wrong item, but it would reset the items active cooldown and youd have to wait that extra time until you can consume it.

##Iron Skin/Mirror Shield 5 Armor/Magic Resist.

Passive: Whenever you heal for at least 20 health or from a consumable's effect, increase your Armor/Magic Resist by 5 for 3 seconds.

Active: the item is consumed and grants 10 Armor/Magic Resist permanently. This effect starts with a 10 minute cooldown.

a low scaling early game option that focuses on one of the two resistance types condensed into a single rune.

in contrast to the conditioning rune, which makes you forfeit early game power in exchange for a universal midgame power spike in resistances (currently 6 armor+mr and 5% total armor/mr bonus at 10 minutes).

Critmaster Garen1 votes

hope the rioter in charge takes another look at the resolve runes again.

legendary guardian should be brought back and fill the freed up rune slot. it could have an effect like

3 armor + mr for every nearby enemy, and +5% total reisistances with 3 or more enemies nearby. or some other bonus effect similar to this.

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