Runes Reforged: Resolve Tree Discussion (Iron Skin, Mirror Shell, Conditioning)
I'm finally back from a 4 month vacation and have a bit to catch up on, nevertheless today I would like to focus on a part of the new Resolve tree. I'm talking about the armor and mr runes located in the middle of the tree:
https://imgur.com/cOnpn3e Namely Iron Skin, Mirror Shell and Conditioning.
Iron Skin: 3 Armor + "Whenever you heal for at least 20 health or from a consumable's effect, increase your Armor by 5% for 3s."
Mirror Shell: 3 Mr + "Whenever you heal for at least 20 health or from a consumable's effect, increase your Mr by 5% for 3s."
Conditioning: After 10 min gain +6 Armor and +6 Magic Resist and increase your total Armor and Magic Resist by 5%. And for some reason 800 range... no clue what that is doing there.
⚠️ Keep in mind that there will be some base stat adjustments done too!⚠️ Most noticable are +20 armor for melee supps, and 9 armor for everyone exept for mid mages. All numbers can still change obviously. Heres the current list: The guys from Surr@20 are awesome!
With all of the basic infos out of the way lets get started!
Comparing the 3 Runes
Honestely just by simply comparison we have a clear winner: Conditioning. The 3 Armor/Mr mean even less with the base stat adjustments, and the % part has a really weird condition. It could be that after a certain HP regen number you get this forever, but then again you get the same strength and both Armor and MR in conditioning, plus 3 more. The only down side is its 10 min mark condition, so ~ lvl 7, or a lvl 10 worlds nocturne and 2 toplaners below 40 cs. But 3 armor/mr more in the very every game doesnt mean much...
To bring it together:
- flat early buffs for Iron Skin and Mirror Shell, both to weak and have a weird condition on the 2nd part.
- the later/"scaling" Conditioning is much stronger in every part.
So we could a) Buff the early Runes or b) weaken Conditioning or c) change the idea/system
In general all 3 and especially both early runes are pretty weak runes in comparision, so b) is automaticaly off the table. For a) we just need to find a worthy tradeoff, so just some number adjustments should do the trick. But lets make this a bit more interesting and take a look at c)!
Change Them!
We can generaly keep the early/early vs midgame+ theme if wanted, but I would focus more on the Armor vs Mr vs Both component! If I remember correctely one goal was that players should/need to adapt to every game depending on the situation etc. So why dont we focus the runes on this? Against a full AD comp? Pick Iron Skin! Full AP? Mirror Shell at your service! Or just against your lane opponent for a easier lane? You get the drift...
The proposed Changes:
Iron Skin: 6 Armor + 6 Armor and 7% Armor at 10 min (or some other scaling like lvl)
Mirror Shell: 6 MR + 6 MR and 7% Mr at 10 min (or ...)
Conditioning: 10 Armor&MR and 5% Armor&MR at 10 min (or ...)
This gives the solo runes a decent early advantage and also a better single stat scaling, while the combinded rune grants better overall stats. Basicaly its like the hybrid pen rune vs solo pen runes. As a side node a 20 base Armor increase for melee sups seems a bit much in my eyes ~15 armor should cut it already, since there are no (reliable) Lethality/Mpen runes anymore. (RIP MagicPen once again)
What do you think about this suggestion? Complete rubbish or pretty realistic suggestion? Maybe you have some other ideas for those 3 in mind?
Thanks for your time!
Edit:
The reactiv part of my suggestion is unique compared to every other rune/runetriplet. Normaly you pick certain runes for a champ and then never change that again. Its "this is the best/what I like the most" and thats it, there is hardly a "this might be better now" option. You rather pick a complete different runesetup. With those 3 there is not a "best" option! Everything is situational. You always can and should adjust this trio to your needs. Yes, they are still pretty boring, but we are talking about minor runes for tanks, which are accessable as secondaries to other trees. This definitely needs to be kept in mind!
But we all seem to agree that the current triple is weak/not good :D
Edit2:
As expected some suggestions combined Iron Skin and Mirror Shell into 1 rune. The baseline is that this combined rune grants both Armor and MR and is still early focused, compared to the later scaling of Conditioning. An adaptive buff could be done too, but this might lead to a redesign of Conditioning too.
This leaves us with a free rune spot. There are no resistance buffs in the tree, exept for the keystone, which is only reactiv armor/mr and requiers hard cc. Some "survival" enchanting runes could be usefull for tanks and as secondarys. Remember this is a must pick row for tanks and also other trees could pick this as secondarys, so kill/assist based things need to be made carefully.
We have an early game armor/mr buff and a scaling variant, so we can make a more fun and activ new rune, which is not so boring. Making a new rune this "late" is tricky and riot will likely not do this, some stat adjustments on the otherhand are pretty easy and should not be a problem. Therefore there is no guarantie that anything will happen even if you come up with fantastic ideas, but do not let this hinder you in any way, shape or form!