Runes Reforged: Resolve Tree Discussion (Iron Skin, Mirror Shell, Conditioning)

Lord Desert·10/6/2017, 1:28:20 AM·22 votes·5,974 views

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!

72 Comments

Critmaster Garen10/6/2017, 11:12:35 AM5 votes

after iron skin and mirror shield are turned into one rune, i think legendary guardian (+3 armor/mr for every enemy nearby) should be brought back and take that third slot.

so we get:

focus on early game power on a single resistance type (iron skin/mirror shield) vs.

situational, flat resistances dependent on enemies nearby (legendary guardian) vs.

sacrificing early game power for a large resistance boost at 10 minutes with a 5% scaling component (conditioning)

Paroe10/6/2017, 1:36:53 AM4 votes

That entire row needs to be actually helpful. Crit resistance, penetration resistance, and damage reduction are all interesting stats that are actually helpful and can be situationally very powerful.

Crit resistance; +12-30% crit resistance scaling with level Penetration resistance: 30% penetration resistance (35% becomes 25%, 30 becomes 21) Damage reduction: 10%+1% per minute (up to 20%). If bonus AD is more than 50% of base AD this bonus is lost.

OP Garen Support10/6/2017, 12:01:01 PM3 votes

Tank runes are pretty boring. New runes with interesting effects would be better then +3 armor. (wtf is that compared to dps runes that are so strong could be a keystone by themselves)

Some ideas

Bone armor: How about a rune that gives you bonus armor premamently if you get kill/assist vs AD champion and magic resist vs AP.

Bullet proof: first ranged basic attack on you is negated. 30 sec CD (scaling 30-10 sec CD)

Last Defense: upon reaching 10 % HP or less your defense stats increase by 300 % and gain 500 HP for 2 second.

ModKnightsKemplar10/6/2017, 4:31:39 PM2 votes

That's a little better...

I tend to agree with Paroe, though. I think we could have some much more interesting buffs here that would be situational picks. While your idea is definitely better than the current system, I still just do not love the idea of giving stats with minor runes. It defeats the purpose of reworking runes, imo.

Resolve tree is not weak. This triplet, in particular, is pretty unimaginative, though. Compared to the other runes out there, these really leave a bad taste in my mouth. The whole point here was to introduce things that were way more interesting than flat stats. Like "The Ultimate Hat." That's a great rune that really buffs certain playstyles/champs without needing to just give flat stats.

This may be a way to really reward tanks who build resistances and truly help them feel tanky without putting too many stats on items, but I just wish there was a more inspired way to do that. This feels boring.

As a minor gripe, I think that even your rework isn't enough to make champs like Malphite, Taric, and Galio change this rune. Huge buffs to one resistance over another mean a lot to these champs because of their damage scalings.

Spoofghoul10/6/2017, 7:09:48 PM2 votes

I vote we change these runes into something which enhances defensive builds rather then being a bland stat boost

Mirror shell +5 MR Absorb up to X (based on mr) magic damage and deal bonus magic damage on your next spell within X seconds absorbed damage decays quickly and upon reaching 0 goes on cooldown for a bit

Iron skin +5 armor Healing above 20 refreshes your armor rating reducing the effects of penetration by 50% and cutting all shred stacks by 50%

Conditioning

  • 0.1 armor/mr adaptive every time you take physical/magical damage up to a cap of X Become 0,25% less affected (duration/strength) by debuffs (GW or Slows or Shred etc) every time you get hit with them or for every second you are under its effect up to a cap of X

Simple shit all quite useful and all of them need you to build defense to a degree to gain some use out of them

Durzaka10/6/2017, 5:27:02 AM2 votes

idk why this was downvoted, have an upvote to even the post out again.

As an avid fan of tanks and tanky champions, the entire Resolve tree is just utter garbage, but this tier is especially insulting.

It would be worth adding into your OP some pictures of the other trees second tier, because they are all so much more powerful than Resolve it is absolutely ridiculous.

Evewynn10/6/2017, 6:47:24 PM1 votes

Iron skin and mirror shield are just garbage, and are so awkward because they're early game runes that have a very weak effect that scales into late game, but then drops off again at full build when you can't use consumables.

Having two of the same rune essentially just shows a lack of creativity. And combining them would at least be a step in making them okay.

Personally, I think they should both be replaced with better options.

Critmaster Garen10/6/2017, 11:10:10 AM1 votes

i already made a thread about this a couple days ago.

here are my 2 cents.

we turn iron skin and mirror shield into ONE rune. because right now there are two rune slots wasted on the same effect.

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).

Sire Hippington10/7/2017, 2:34:21 AM1 votes

The issue isn't only that ironskin and mirror shield are weak, but that they are also very boring(mere stat boost) and the conditions are rather random and totally unneeded.

What i'd love to see in that row instead issomething like this:

  • Legendary Guardian: after 10min, gain 5armor/mr +5%armor/mr and another 2+2% for each nearby opponent, replaceing conditioning as the scaleing defense rune.
  • Adaptive Armor: when takeing physical damage, gain 1% of your MR as armor, when takeing magic damage, gain 1% of your armor as MR, stacks up to 10 times, lasts 5 sec. Helps you to withstand focused fire, strong for 1v1 brawls.
  • Situational Awareness: Reduces aoe damage taken by 12%, so you don't get chunked accidentaly.
Jackom110/6/2017, 5:44:30 AM1 votes

They coul make the first two runes able to stack. Since the third gives both 6% armor and mr, the first two could at least give up to 10% armor and mr respectively.

Naqel10/6/2017, 5:46:19 PM1 votes

Iron Skin and Mirror Shell should both have effects that are completely detached from straight up stat boosts.

For example: -Iron Skin: Reduce Physical damage received by 1 for every 2.5% of HP missing. <- Very strong in an early physical lane, quickly diminishes in value as attacks become more powerful.

-Mirror Shell: Gain a Magic Shield for 0.5 second after taking Magic Damage, equal to 10% of damage taken. <- Effectively a scaling MR boost, but one that can be played around by staggering the attacks.