Are you going to make another Resolve Mastery?

Sageace··164 votes·5,217 views

So that we have 3 Masteries to choose from upon the 2nd row of the Resolve Tree just like the Ferocity Tree and the Cunning Tree?

Note: This Mastery should be competing with the Explorer Mastery (Gain 15 Movement Speed while moving through a brush or river) and the Tough Skin Mastery (Reduce all Auto-Attack damage from Champions and Monsters by 2 points). So that means this mastery should be as strong (and/or as weak) as the Explorer Mastery and the Tough Skin Mastery.

46 Comments

Crett39 votes

how about a % health damage reduction? i mean sure you could call that a counter counter, but no more than you could call armor penetration a counter counter.

50000000000000001 votes

but... isn't that just resistances?

Bondage Bunnyboy19 votes

{quoted}

but... isn't that just resistances?

I think he means reducing the amount that % damage skills do, like Elise Q and maybe even Liandry

Spaceman5pff1 votes

a while back I had an outline of a concept item that did this for %Max HP damage, and had considered an active that briefly reduced true damage but thought that might be too much.

Regardless, given the amount of %Max damage there is in this game, it could be a cool tool. Alternatively, it could be impossible to balance in a healthy manner and just turn out like righteous glory.

dunkeroni8 votes

Actually this isn't a bad idea. Scuttle Crab has a mechanic like this, so the code already exists. They would just have to scale it down a bit and place it in a mastery.

Sageace36 votes

I'm wondering if they should reintroduce a weaker version of the Captain's Enchantment on this mastery.

FastAsHeck1 votes

That sounds really good for engage tanks

XIII Vanitas24 votes

I suggested to bring back the Captain boots enchantment as a tier 2 resolve mastery. It would help both tanks and divers.

Dreadlocks21 votes

Why is this down voted? Lol, I've been asking this for a long time too.

YumaS2Astral2 votes

[{quoted}](name=Red Rengo,realm=NA,application-id=3ErqAdtq,discussion-id=cEYocR9A,comment-id=0000,timestamp=2016-05-19T15:00:58.063+0000)

Why is this down voted? Lol, I've been asking this for a long time too.

There are many posts which are downvoted for no apparent reason

Supreme Senpai691 votes

Downvote fairies. They lurk at night and downvote every thread that isn't their own.

FF12247 votes

Gain 5% of your armor as AD and 10% of your MR as AP .

300 Armor is only 15 AD, and 250 MR is 30 AP compared to 15 situational movespeed or less damage from champs/monsters

Abuse cases = Rammus, Malphite, Galio

Civet102 votes

Wouldn't that be an infinite loop with jax though? his ult gives him armor based off his ad, and mr based off his ap. so if he gets armor off ad, then that armor gives him more ad, wouldn't that be too strong?

Das BrotatoChip1 votes

I definitely see what you're saying with Jax, although I think the trickle-down from one too the next would be too insignificant to be broken on him.

I like this idea, but I definitely feel like it's too strong. Especially on Galio, who already gains AP from MR.

Arthimetes5 votes

I have an idea for a decent mastery that would help just enough

Thick Skin - Nothing tilts or triggers your champion.

...

...ok for real though, Thick Skin: Take 10% less damage from damage-over-time effects.

Fondling Gems2 votes

For a 6 point mastery I would drop it down to 2-6 percent.

Arthimetes3 votes

It wouldn't be a flat damage reduction,only DoT abilities, it would only affect a single damage type so to feel useful it would have to be a bit higher than flat % damage reduction masteries. (Which the keystone can block a total of 12% of the damage from an attack)

maybe 10% is a little high but I'd see 7% being a very reasonable number, or maybe even a flat reduction, perhaps "reduces damage done by each tick of a damage-over-time ability by 3" to solidify it as an early game mastery or something

Fondling Gems1 votes

I liked the flat reduction, until I considered that most dot champs are already low dmg early and scale into late.

SylvanasWrunner5 votes

Can we have the gain additional experience when you're with a higher level teammate back? Or maybe even have something like add duration to wards

Das BrotatoChip4 votes

Add duration to wards is an interesting idea

Dealth3 votes

Increase Trinket range by 15%

or +3% experience

Sageace1 votes

{quoted}

Increase Trinket range by 15%

This would be okay... if blue trinket didn't exist.

Edit: Actually, can you rephrase that. Do you mean the cast range or the vision range?

SH Azykan1 votes

likely cast range like the mastery that existed last season

Sageace1 votes

{quoted}

likely cast range like the mastery that existed last season

Well, since Blue Trinket exists (and it has a huge cast range), I doubt they will reimplement the enhanced trinket cast range mastery again.

Nahara2 votes

I would say a mastery like this mostly benefits the people who don't use Blue Trinket.

I mean, if you're using Blue Trinket, you're using it to scout out something from a large distance (like seeing if someone is taking Baron/Dragon) or to try and find a fleeing enemy. A slightly larger cast range would be helpful, for sure, but not that useful to you.

However, if you went item 3364/item 3341 and your warding was limited to item 2049 or item 3711 (not counting Pink Wards which everyone can get), a slightly larger cast range for your regular wards would be more beneficial to you, since you could ward something a little safer without fear of getting fun bushed or you wouldn't have to stray as far away from your lane partner to ward something.

Mister Support3 votes

Got 3 ideas:

  1. Small amount of experience over time when near a higher level ally.
  2. Small % damage reduction from spells only.
  3. Small amount of experience when a minion dies by an ally champion.
Xeruon2 votes

Here's my idea:

Until The Bitter End: When below 50% of Max health, gain 0.5 Armor and MR for every 1.5% of missing health, up to a cap of 35

Sageace11 votes

{quoted}

Here's my idea:

Until The Bitter End: When below 50% of Max health, gain 0.5 Armor and MR for every 1.5% of missing health, up to a cap of 35

That's... kind of strong. Increase the percentage of the missing health and lower the cap and that will work. The mastery has to be similarly as strong (or as weak) as the other 2 masteries its competing against: Explorer and Tough Skin.

Jungle Lux God2 votes

I have a feeling Riot will strongly consider adding one but may not have found a specific need for champions to go into the resolve tree for.

The last two masteries added were added due to a lack of options for damage-oriented supports (for the ferocity mastery) and assassins (for the cunning mastery), and adding those two options added some pretty nice options for both groups of champions, but I'm not sure that there's a niche that needs to be filled in the resolve tree.

Sageace1 votes

{quoted}

I have a feeling Riot will strongly consider adding one but may not have found a specific need for champions to go into the resolve tree for.

The last two masteries added were added due to a lack of options for damage-oriented supports (for the ferocity mastery) and assassins (for the cunning mastery), and adding those two options added some pretty nice options for both groups of champions, but I'm not sure that there's a niche that needs to be filled in the resolve tree.

Yeah, that is the current situation.

ModCaptainMårvelous2 votes

So the problem with it is that Riot would have to design a mastery/talent around making the resolve tree worth picking up for others.

As an example: The ferocity tree got the debuff, making it more attractive for supports, tanks and others who generally weren't DPS. Cunning got the assassin talent, making it worth something to DPS/Assassin characters who didn't get that much value from the other parts of the tree.

If Resolve is going to get a talent, it'd need something that appeals to don't want the explorer or tough skin talents. Unfortunately, those are pretty decent masteries. I'd assume the people not investing in resolve are generally damage or caster characters, so my assumption would be something like...

Titan Slayer Deal increased damage to characters with large amounts of armor/MR, up to 3%

It's hardly perfect and likely broken but you get what I mean. It's all about making the tree desireable to DPS.

Steel Blossom2 votes

How about this! Erect Dingus: for every one second you spend in combat with an enemy champion, you take 1% less damage, up to a cap of 6%.

Meep Man7 votes

I see no reason to take the 2 less damage mastery on the same row now though.

Steel Blossom1 votes

I mean one is vs poke and another is all-in based, but I do see your point.

Supreme Senpai691 votes

The name is Erect Dingus and that's your issue with it?

Spaceman5pff1 votes

Note: I fucked up and posted this here rather than as a reply to Crett. I fucked up bad, guys.

Yeah River-Shen has it and I know at launch of jungle rework Preseason 5 red buff (the monster, not the transferrable buff) had it but that may or may not have changed.

I would totally be down for this, It would be really nice to have on beefier top laners into the likes of Ekko DrMundo Gnar Kindred Shyvana Fiora Poppy

Eeyore1 votes

I think I'd rather another tier-1 option. I don't like either on any durable champion I play, which is admittedly not many. But if you want a keystone-tier effect (i.e. one-point-wonder), why not "Vanguard: Turrets will prioritize you over other champions when choosing a random target."

major ferret1 votes

eye for an eye +1 green Ward and Pink Ward active and 10 bonus gold upon destroying a ward so you can have 4 green Wards out at any given time and 2 Pink Ward

Das BrotatoChip1 votes

As much as I hate season 6 vision compared to season 5 vision, I have to admit that this is definitely broken. Plus, the items don't make it that useful. Sightstone only holds three wards total, and the Sightstone upgrades only hold four.

Although the cheese builds of Sightstone/Smitestone/green trinket to abuse this mastery would be hilarious.

FantasySniper1 votes

I have a couple ideas.

Persistence: After landing a basic attack, receive +10 MS that decays over the next 3 seconds. For reference, Phage grants 20 for 2 seconds and it doesn't decay.

Windbreaker: When nearby teammates take damage from enemy champions, 3 damage is deflected to you, and you'll only take 1 damage. This effect does not occur if you are at less than 5% of your maximum health. It's like a mini-version of Bond of Stone, except it applies to all nearby teammates and there's no solo benefits at all.

Gengar1 votes

Bring back the trinket placement range increase mastery.

I need it for my main

Illâoi Evê Siôn1 votes

How about "Defensive Stance: Take 1 less damage from enemy champions when your Movement is impaired by any means other than slows." DoT and Multi-hit abilities would only be affected once.

alfavhunter1 votes

Here is an idea

When you take % Hp damage you gain a shield for 5% of your max HP for 2 seconds, 30 second CD -1 second for CD per LVL (29 -12 second CD)

8WYQzKc8P81 votes

No

Das BrotatoChip1 votes

They could bring back the old Adaptive Armor: If you have more armor than MR, gain 4% of your bonus armor as MR/if you have more MR than armor, gain 4% of your bonus MR as armor.

And before anyone talks about Malphite/Rammus/Galio abuse cases, this mastery still wouldn't be broken on them. A Malphite with 640 bonus armor (probably the highest realistic level of any single resistance stat in the game) would only gain 26 MR. Which is still good, but it requires building full armor (Frozen Heart, Iceborn Gauntlet, Thornmail, and Randiun's/Sunfire/Dead Man's/Zz'Rot with Ninja Tabi, Scaling Armor runes, and Unyeilding/Legendary Guardian masteries, and all it really does is negate the flat magic pen from Sorcerer's Shoes and magic pen Marks.

So it's still a useful mastery, especially if the enemy team is running 3 AD damage dealers or 3 AP damage dealers, but it's not broken or oppressively strong. And it's also not that useful of health based tanks (Mundo/Volibear/Tahm Kench) or health based bruisers (Fiora/Garen/Darius), who will still benefit more from Tough Skin or Explorer (these tanks/bruisers being listed because their primary tank stat is health, not because they have no resistances).

Das BrotatoChip1 votes

Just listing some other ideas I've seen here that I like:

Captain enchant-style bonus to allies

Additional ward duration

Gaining a small amount of AD from armor and AP from MR

3-5% damage reduction while under the effects of CC

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