more general scaling masteries for the resolve tree

Critmaster Garen··8 votes·957 views

lets start with tough skin. it feels like a placeholder. no one in his right mind is picking that mastery right now.

how about making it

tough skin:(t2) blocks 2% damage from single target spells and basic attacks

there should also be a more generalist t4 mastery that doesnt benefit a very specific bunch of champions, replacing the current perseverance. the way it scales off base health regeneration, its godlike on heimerdinger, while being useless on a lot of other champions (including certain fighters and tanks).

it cant be really considered a dedicated tank/fighter mastery, since the value for base health regen varies so heavily between individual champions, even though tanks tend to have high base health regen in general.

this mastery right now supports specific champions more than specific playstiles.

make it scale off of missing health, like ocean drake used to work.

perseverence(t4): regnerates 5% missing health every 10 seconds.

id also keep strength of the ages in the tree as a more generalist mastery, with some slight changes.

strength of the ages(keystone): you permanently gain 30 + 15/lvl health (300 max) gain 1% damage reduction for each enemy champion who has dealt damage to you within the last 4 seconds (maximum 5%).

the health bonus stacks slower and kicks in later, but its not as jungle specific and the secondary benefit is more useful for divers, juggernauts and engage tanks than the current one.

though engage tanks would probably still prefer colossus in combination with fearless for the large burst shield/resistances on hard engages.

which would make strength of the ages stronger in extrended fights against multiple opponents, and colossus stronger in short and violent fights against frontloaded burst.

20 Comments

Critmaster Garen2 votes

the resolve tree we deserve.

heck, turn veteran scars into a 4% health increase again to compete with runic armor and make it a choice depending on champion and teamcomp.

Crett1 votes

TAKE MY UPVOTE

Critmaster Garen1 votes

bump.

Darth StepVader1 votes

There's nothing more to add to your post. You're right in every way. There are NO decent options in the resolve tree right now. No % resistance boosts for late game teamfights, no % damage reduction, no %crit dmg reduction. It needs to be made viable. I don't know why i should even waste points there anymore.

WoonStruck1 votes

Replace Bond of Stone with something that can be used by more than just supports. Supports will already have Knight's Vow, which gives the exact same 'niche' use, but is actually effective.

I'd suggest something that increases the value of HP (% increase, resistances, etc), rather than just increasing HP by a flat amount or granting a shield. This makes it less 'universal' as an HP increase, and caters more to champions whose goal is to actually be tanky.

No more tanky Kha, Nid, or Lee while building damage.

Critmaster Garen1 votes

{quoted}

Replace Bond of Stone with something that can be used by more than just supports. Supports will already have Knight's Vow, which gives the exact same 'niche' use, but is actually effective.

I'd suggest something that increases the value of HP, rather than just increasing HP by a flat amount or granting a shield. This makes it less 'universal' as an HP increase, and caters more to champions whose goal is to actually be tanky.

No more tanky Kha, Nid, or Lee while building damage.

right now strengh of the ages makes these champions decently tanky by midgame, due to how fast the health bonus stacks up on junglers.

on a jungler you should have 300 stacks by midgame, which is a lot at that time for a champion like nidalee. if we used the scaling i proposed, it would be 195 health by lvl 11.

changing it to level scaling health reduces the midgame impact of the mastery and would make them less tanky by 25 minutes. but i could see the level scaling health bonus also changed to a bonus health increase. something around 15% increased bonus health (300 health bonus with 2000 health from items)

a mastery such as that might even make the current veteran scars and scaling health runes worthwile.

id say make the 3 keystones in resolve this version of

strength of the ages, courage of the colossus, grasp of the undying.

WoonStruck1 votes

Crit reduction and AoE reduction coming back would be nice.

CerealBoxOfDoom1 votes

OP doesn't like fun.. or likes 2 hour games lol

WoonStruck1 votes

Yes, because basically 1-shotting everything is the epitome of 'gameplay'.

This, at its core, is a strategy game, not a fast-paced action game. Go play CS:GO if you want everything to die instantly.

CerealBoxOfDoom1 votes

its certainly better than killing minions in lane for an hour

Critmaster Garen3 votes

{quoted}

OP doesn't like fun.. or likes 2 hour games lol

even in season 1 and before, when there was an actual tank meta with tanks scaling so hard into lategame, that they could tank entire teams while walking through 2 turrets, games didnt last 2 hours.

considering lategame armor pen is going to be massively buffed, and ferocity gets some really strong % damage amp masteries, while damage in the game right now is already really high, giving resolve some slight improvements wont cause 2 hour games.

and these buffs to the tree wouldnt be large. but theyd synergize with a lot more tanks/fighters than just a specific handfull.

CerealBoxOfDoom1 votes

You make that sound unusual, tanks can skill walk through 2 turrets while tanking, actually its easier to take 2 turrets than to take one for too long since the damage resets

armor pen is also getting nerfed earlygame and champs are getting new defensive capabilities and fight deterring abilities that will make ones ability to disengage uncertain or unlikely.

2 hour games weren't caused by being too tanky for lategame fights, it was from trying to kill people early on being useless which all 3 of your proposals contribute to

Critmaster Garen2 votes

{quoted}

You make that sound unusual, tanks can skill walk through 2 turrets while tanking, actually its easier to take 2 turrets than to take one for too long since the damage resets

armor pen is also getting nerfed earlygame and champs are getting new defensive capabilities and fight deterring abilities that will make ones ability to disengage uncertain or unlikely.

2 hour games weren't caused by being too tanky for lategame fights, it was from trying to kill people early on being useless which all 3 of your proposals contribute to

i dont know if you realize this, but first of all, these masteries would imrove lategame defense, not early, and slightly midgame.

thats the entire point of making them scale.

second, increasing damage in this game even further and making fights more risky doesnt make people want to take fights. as weve seen at the start of this season with the long death timers and increased overall damage, it makes people want to avoid them and splitpush, because they dont want to take the risk of throwing the game with a single fight.

we had people in solo que and pro games literally dance around and avoid each other and try to go the route of lowest risk to take turrets without fighting enemy champions whenever possible.

and if you really think there is no difference between (pre) season 1 tanks and now, you havent been around back then.

CerealBoxOfDoom1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=itqjiE1i,comment-id=0005000100000000,timestamp=2016-10-22T23:31:00.334+0000)

i dont know if you realize this, but first of all, these masteries would imrove lategame defense, not early, and slightly midgame.

because a free 45 (actually 95) hp has no impact on earlygame. That's before the % damage reduction

thats the entire point of making them scale.

second, increasing damage in this game even further and making fights more risky doesnt make people want to take fights. as weve seen at the start of this season with the long death timers and increased overall damage, it makes people want to avoid them and splitpush, because they dont want to take the risk of throwing the game with a single fight.

we had people in solo que and pro games literally dance around and avoid each other and try to go the route of lowest risk to take turrets without fighting enemy champions whenever possible.

...so basically nobody wants to fight and nothing happens for 2 hours

and if you really think there is no difference between (pre) season 1 tanks and now, you havent been around back then.

There's a difference, that doesn't make your implication any less wrong though

WoonStruck1 votes

So you propose that every game should be a one-sided match due to snowballing early?

Besides, assassins and snowballing were most effective between seasons 3 and 5 (pre-cinderhulk), where tanks could still easily tank multiple people. Your input is both unreasonable and biased.

CerealBoxOfDoom1 votes

You should check who you're quoting. You're arguing against the other guy assuming you actually read

WoonStruck1 votes

it was from trying to kill people early on being useless

Not really. You said that.

CerealBoxOfDoom1 votes

yes I said that

it was from trying to kill people early on being useless......... that games went on for 2 hours.

Your post could have been referring to either person depending on context but then it seems like youre talking about a one-sided match. But I'm talking about a time where there was no one-sided match, it was just a boring farm fest that led nowhere. Seems like you're talking to the other guy

Critmaster Garen1 votes

bump.

Critmaster Garen1 votes

bump.

More from Gameplay

More by Critmaster Garen