TBH tank champions are mostly fine, it's Resolve rune path that drags them down.
Let me clarify few thing first:
- When i'm speaking about tanks i have in mind champions like
,
,
: heavy CC oriented, disruptive dudes, frontloaded with resistaces and some form of hard engage or peel. I DO NOT think about champions like
,
or
who are more sustain and damage oriented and bring little to no cc. - All values for gold efficiency of stats are taken from LoL Wiki page.
- This is a wall of text. There are conclusions at the end but I recomend reading it all.
With those two things out of the way lets take a look at why I think that Resolve tree in its current iteration is really bad for tanks.
1. Resolve's trait
Few patches ago Resolve's trait was chaged from 65 bonus hp (130 with Inspiration) to 15 - 135 (based on level) (30 - 270 with Inspiration). At a first glance this may look like a fair trade or even a buff, we traded -50hp at 1 lvl for +140hp at lvl 18 (-100hp at lvl 1 and + 140hp at lvl 18 with Inspiration).
Now let me ask you a few questions: How often do you even reach lvl 18 in your games? What is more impactful: +50hp at lvl 1 when your total hp is around 500 - 650 or +140hp at lvl 18 when your total hp is somewhere around 4k - 4.5k? Is this trait even good compared to traits from other rune paths?
Let me answer the last one: tl;dr = it sucks. MATH TIME! Lets asume that our TANKY DUDE went to the top lane with Resolve/Inspiration setup (because he loves bisciuts :D). On the other hand his enemy: SLASHY-FLASHY LASS went with Domination/Sorcery setup.
TANKY DUDE starts with bonus 30hp. SLASHY-FLASHY LASS starts with bonus 20ap or 12ad (Adaptive). 30hp is worth whopping 78 gold (30 x 2,6) 20ap is worth 435 gold. (20 x 21.75) 12ad is worth 420 gold. (12 x 35)
In other words: just by going with Resolve path TANKY DUDE handed around 350 gold of advantage to SLASHY-FLASHY LASS at lvl 1.... Feels bad. But wait, there is still hope for TANKY DUDE. His trait is based on lvl, All he needs to do is to wait 'til his bonus gets even or better than his enemy's bonus... The sad part is that it gets even around lvl 10 - 11 with 157 - 171hp (worth 408 - 445g) and, by this time, he got his ass handled to himself few times already.
Few additional notes:
- In comparison to Precision's 18% attack speed Resolve looks even worse (18% attack speed is worth 450 gold (18 x 25)).
- Pevious 130hp bonus was worth 338g.
- Picking other path than Inspiration somewhat offsets this disproportion but we are still looking at 100 - 180 gold disadvantage.
2. Weak or simply bad runes
(TBH I dont mind keystones, they are fine by me but the other runes provided by Resolve path are at best questionable.)
Lets start form the top; Strength tier:
https://vignette.wikia.nocookie.net/leagueoflegends/images/3/3a/Demolish_rune.png/revision/latest/scale-to-width-down/55?cb=20170926025614 Demolish While on paper this rune looks really good or even op there are few things worth of noting:
- Currently turret are joke and they crumble under thier own weight.
- Tanky champions that are good with pushing/splitpushing (
,
,
) are already able to destroy your turret with 1 - 2 minion weaves. - You should never send a tank to splitpush for your team, he/she is too valuable in teamfights and too easy to kill if left alone.
- This rune proviedes you with no combat bonus versus champions making your already hard lane (thanks to your trait) even harder.
exists.
Tl;dr: Demolish rune is often either an overkill or a rune that will never be used to its full potential.
Solution: Imo this rune should be removed. (The effect is nice and i think i could find it's niche as an item's passive.
's rework? )
https://vignette.wikia.nocookie.net/leagueoflegends/images/f/f6/Font_of_Life_rune.png/revision/latest/scale-to-width-down/55?cb=20170926025627 Font of Life On the other hand this rune is somewhat good (in constant Teamfight enviorment aka ARAM it can heal up to 2k). The problem with Font of Life is just that: it's a teamfight only rune that scales with teamfight's duration. In current meta of Burst City this rune is almost worthless. Also this rune provides you with nothing in solo lane, so you are playing without a rune for half of the game... meh. (side question: how is Font of Life fitting into a tier called Strength?) Solution: Let Font of Life affect the user (even for 1/2 or 1/4 of the effect) so it is viable in solo lane.
https://vignette.wikia.nocookie.net/leagueoflegends/images/7/75/Bone_Plating_rune.png/revision/latest/scale-to-width-down/55?cb=20180209233224
Bone Plating
The most popular rune in this tier. This one must be good, right?
To be fair its quite hard to figure out the true value of Bone Plating but I decided to do i anyway.
The math behind all calculations is at the end of this post.
It turns out that Bone Plating is worse than 6 point of either armor or mr (based on type damage taken) on a champion with ~100 armor or mr...
6 armor is worth 120g, 6 mr - 108g...
is worth 600g or 250 + saved life (probably) if u decide to sell it after using.
Its also worth noting that there are champions and items that scale with both armor and mr making those resistances even more valuable to them.
Solution: It could use a slight buff.
Second tier: Resistance (To be fair most of the runes in this tier is decent, but this does not mean they are without flaws)
- 8 armor and mr is decent and + 5% to max armor and mr is also somewhat nice, but as always there is room to improve.
First and foremost the fact this rune in on a 10min timer combined with per lvl nature of Resovles' trait makes you feel like you are playing without runes for half of the game.
+5% armor and mr is not bad but one must remember that resistances are affected by diminishing returns, so while on paper +15 armor bonus with 300 armor looks nice it's the same amount of protection as +5 armor bonus with 100 armor, hp bonus would be much better in late game.(Proved wrong, see comment section.) Solution: Split the rune into early and late game component: +5 armor and mr from lvl 1 and +2.5% max hp after 10min.
https://vignette.wikia.nocookie.net/leagueoflegends/images/6/65/Second_Wind_rune.png/revision/latest/scale-to-width-down/55?cb=20171025041008 Second Wind There is not much to say about this rune. Second Wind heals decent amount throughout the game. The only problem is that it is simply sustain only rune and it provides no true tankiness whatsoever. Solution: Small buff like +25 hp at lvl 1 or + 1.5% max hp or leave it as it is.
https://vignette.wikia.nocookie.net/leagueoflegends/images/0/06/Chrysalis_rune.png/revision/latest/scale-to-width-down/55?cb=20180310102632 Chrysalis To be fair this rune feels like Riot is trying tell me that i picked the wrong tree: "Hey kid, u don't need defences, maybe u want some damages insted? Damages are gooooood.". Anyway its a decent rune for bruisers or even assasins that are not so sure about thier early game. Gold value is also decent (130g for 50hp and 315 / 326g for ad / ap). Solution: Leave it as it is even if it feels somewhat wierd :D.
**Last tier: Vitality **
https://vignette.wikia.nocookie.net/leagueoflegends/images/4/42/Overgrowth_rune.png/revision/latest/scale-to-width-down/55?cb=20170926025717 Overgrowth Simple math: Lets assume thet throughout the game 400 minons died near me, therefore Overgrowth gives me 10% bonus health. Lat assume that i have 4.5k hp at this point, so i gained 450hp from this rune. 450hp is worth 1170g, thats alot for a rune. This rune is really strong in long games on the other hand its really bad in short games and in early game where is provides almost nothing. Solution: Leave it as it is but add another early game oriented rune (for those games with really intense laning phase) or slow down the stacking (ex. form 0.2% per 8 minions to 0.2% per 10 minions) but add small flat hp bonus form the get go.
https://vignette.wikia.nocookie.net/leagueoflegends/images/0/0c/Revitalize_rune.png/revision/latest/scale-to-width-down/55?cb=20170926025724 Revitalize Decent Rune, simple as that. Easy to get value from and almost necessery for any healing champion. On the other hand not really a rune that a tank would use as it dont provide any upfront tankiness. Solution: Leave it as it is.
https://vignette.wikia.nocookie.net/leagueoflegends/images/8/81/Unflinching_rune.png/revision/latest/scale-to-width-down/55?cb=20170926025600 Unflinching To be honest I dont even know what to write about this one. In my opininion it simply outclassed by Legend: Tenacity from Precision tree which is active all the time. Tenecity is somewhat strange stat on tanks, on the one hand you want it while on the other hand the tankier you are the less you are bothered by cc. A 1sec. cc for an ADC can be equal to death, for a tank 1sec cc is just annoyance... We also need to remember that displacements are not affected by tenacity. Solution: Remove it, or make it into pure slow resistance rune.
Conclusion: The main problem with Resolve tree for tanks is that it provides very litle upfront defensive options in early game compared to other trees packed with upfront damage options. It's really unfun for a tank player to go into the lane knowing that you are already behind your oponent up to 700g worth of stats.
Short therm solution: Rework some runes into more early game friendly versions and remove pointless runes that only fill the space.
Long therm solution: Rework entire path and make it focused on sustain, life, and adaptation. Add new defensive path, focused on resistances, cc and hinderance of your oponent to allow players pick thier playstyle and allow players go full defense mode similar to current double offensive setups like Domination/Sorcery.
Bone Plating math (bonus, boring content). I decided to play few games to gather the data (mostly arams as they provide almost 100% up time of this rune and a nice teamfight environment). I focused at amount of damage blocked by Bone Plating and self migated damage. game 1. 65695 SMD, 633 BP game 2. 42485 SMD, 640 BP game 3. 25438 SMD, 636 BP game 4. 64031 SMD, 458 BP game 5. 68770 SMD, 840 BP game 6. 56705 SMD, 862 BP game 7. 7940 SMD, 148 BP game 8. 34682 SMD, 205 BP game 9. 35.223 SMD, 771 BP After that i calculated the average values: ~44500 SMD and 577 BP Then I calculate what % of self migated damage is the damage blocked by Bone Plating. 577 x 100 / 44500 = 1.3%
Well thats bad...
Now lets compare this to the armor.
I went to the training mode with lvl 1
and tested 2 builds:
,
,
,
,
, 
,
,
,
,
,
and Resolve/Inspiration runes (no bonus ad or attack speed)
The only difference in those builds is 10 lethality which at lvl 1 penetrated 6 points of armor.
I used lethality to simulate gain of armor on target dummy.
I auto-attacked the target dummy (100 armor) with both build for 3 min.
In that time Normal Varus dealt 22286 total damage and Lethal Varus dealt 22909.
This means that 6 points of armor reduced damage by 623.
Then i calculated % of Lethal Varus's damage is reduced by armor.
623 x 100 / 22909 = 2.7%
In other words Bone Plating is either really bad or I did some stupid miscalculation.
At the end I just wanted to thank anyone who was brave (or bored) enough to read it all. You are the real MVP!
87% gold efficient without its aura (which doesn't do much for a tank)
89% gold efficient without it's passive (so this one is actually decent, probably close to 100%)
78% gold efficient without special bonuses, closer to 90% if they have lots of crit
80% gold efficient without its passive
the only good MR item, 105% gold efficient without its passive
90% efficient, but if you count the extra burst damage, it's closer to 100%, not counting the sweeping passive which is pretty op
106% gold efficient out of combat, 133% with active
97% gold efficient without active
115% gold efficient without DoT passive
Only 78% without passives, but with a single full crit item it jumps to 111%, then with two it jumps to 133%, not counting the true damage
About 78% efficient without passive, but since passive is basically a Luden's proc it's close to 90%
About the same as statikk
130% efficient counting the movement speed but not the free crit
140% efficient on a 1000 health target, + an extra 63% efficiency for every 1000 more health the target has
Technically is good. Unfortunately, I do think it needs to be better but have a higher requirement. IE, it wont work if you don't have X or Y amount of HP/Armor. This would somewhat prevent some champions from abusing it like they did when Gargoyle was in meta. Champions that technically were not tanks.