Anyone else feel dissapointed by the Resolve rune path?

Spoofghoul··2 votes·916 views

Look the keystones are fine imho And there are some good and strong other runes for sure.

However i see a few problems

Starting stats First off the starting bonus is only half as strong as what you would get from other rune trees It gives 70 hp, not at all comparable to any AD, AS, AP you get from other choices

I feel like this needs an improvement, though i can see why giving 150-200 hp which would be comparable could be bad for levels 1-3 in all-ins 70 hp does even out in such situations

What it does not even out in is in extended laning, lane phase does not exist of quietly farming and 1 big all in and that's it.

You get poked and you trade and in these situations the increased value of the offensive stats really shows. since they will come out on top after the first trade and again in the second one, and by then you lost your 70 hp advantage already but they still got their offense boost

It needs something to boost defense over time.

Something akin to old dorans shield would work, granting 5 reduced damage taken for example would allow you to stay more even Or perhaps an additional 5 hp/5

Defenses Armor/Magic resist runes are dog shit let's not beat around the bush here

3 armor is just pitiful, and you can get an extra 5% which is almost as useless you might be able to get 300 gold value out of it in the late game big whoop other tree's have things which give three times the gold worth or more But wait we get our armor cut in half due to penetration so in all honesty other trees have stuff which gives anywhere from 5-10+ more stats Conditioning is just about as pitiful really it just comes with a little less conditions though

I feel like Riot dropped the ball massively here

Now i have seen suggestions which are great like a protect the turret rune something which opposes the demolish rune But honestly i think it would be better to just improve turrets in general

I have some idea's which could replace things like iron skin or mirror shell and conditioning ill keep the names and post my concepts here

Iron skin +5 armor, after healing for at least 20 or consumable you refresh your armor, reducing 50% of any armor shredding effects and reducing the effect of armor penetration by 50% for 3 seconds

Would be a whole lot more useful then +5% armor

Mirror shell

+5 magic resist, Gain a magic shield after being hit by the same magic damage spell twice granting a shield equal to your magic resistance for 3 seconds your next ability cast will consume the spell to deal damage equal to the remaining shield value.

Helps deal with magic dps either through tanking more and/or retaliating

Conditioning Being hit by damage increases your resistances against that damage type by 0.25 Being hit by debuffs makes you stronger against debuffs (grievous wounds/ defense shred / slows etc) reducing their duration and effectiveness by 0.25%

The more you get hit the tougher you become kind of like the name suggests

Final word

Obviously i pulled some of these numbers out of my arse so take with a healthy pile of salt (no, no the other salt) and some air freshener But the idea is to create some actual useful tank steroids here which scale with surprise surprise, tanky builds For reasons i already mentioned the numbers ought to be balanced by Riot The idea was to create a set of runes which requires you to at least build some defense for the best effects and not give general stats which could be easily abused. I also tried to stay true to the names of the runes ^^

But i think these runes would be hella more interesting then what we have right now and not as useless as + 5% armor or 70 starting hp At the very least they could do something about the pitiful early stats the resolve tree gives

Some other stuff i could think of was to have demolish work vs epic monsters too as it gets kind of useless halfway through the game when half the turrets have fallen already Besides that at current turret strength i wont even need it not even when playing a tank, just give me 1 minion wave and ill get the job done

Don't get me wrong i love many of the current runes in the resolve tree, but to be stuck with the weakest of early game stats alongside being forced to pick between 3 worthless runes for 1 of my slots just feels really bad imho and i fear i will simply have to relegate this rune path as a secondary one at best because i don't quite feel like shooting myself in the foot and handicapping myself early on and offering up 1 rune slot just to get one of the keystones

But hey that's my vision on the matter maybe someone can convince me it's all going to be ok

7 Comments

Biscuit Bite1 votes

This will be balanced out, don't you worry. What I do worry is how overgrowth will effect tanks. Cause you will only get a 4% increase per 200 cs. And the old one you could have gotten like 9% increase hp only from runes at the start, plus 5% from mastery. Or combined was 9%? Can't remember. But this will look wierd. Clearly tank meta will be dead in pre season.

Spoofghoul1 votes

Yea 4% at 200 cs is really weak they can simply buff the number though and it will be fine

i feel like most of the resolve tree is very weak right now

But i'm especially concerned with the armor/mr options

Even if they gave double they would still be weaker then other rune options and as long as penetration exists they stay useless and if they are ever stronger they would get abused

Something like what i suggested isn't as easy to abuse due to not just flat out giving stats nor is it weak but it is situational yet still worth considering over options in other trees

The way it is right now ill never use resolve since it doesn't even have 20% of the power that precision path has

Biscuit Bite1 votes

True, and Iron Skin and Mirror Skin are a joke. Forces you to use potions late game if you can't heal. And conditioning is super weak just because it gives you stuff just after 10 minutes in the game. Giving time for ganks to ruin you.

At least we know it's just the start, thats why they are on PBE.

DeathBurst1 votes

It's 200 CS that dies near you. As in, you don't have to last-hit, it keeps stacking even post-laning phase when your Mid/ADC is wave-clearing.

Critmaster Garen1 votes

[{quoted}](name=Biscuit Bite,realm=EUNE,application-id=3ErqAdtq,discussion-id=q6dMaou6,comment-id=0000,timestamp=2017-09-28T23:14:23.367+0000)

This will be balanced out, don't you worry. What I do worry is how overgrowth will effect tanks. Cause you will only get a 4% increase per 200 cs. And the old one you could have gotten like 9% increase hp only from runes at the start, plus 5% from mastery. Or combined was 9%? Can't remember. But this will look wierd. Clearly tank meta will be dead in pre season.

they already buffed it on the pbe to 5% per 200 minion deaths nearby.

its not just dependent on cs, which is good. so you still get the value even when youre pressured and cant cs properly, as long as you stay in xp range.

im more concerned about the inconsistency of grasp. either youre in a matchup where you can frequently trade to proc the effect and stack a decent amount of health, or youre forced to play passive and are unable to trade with your opponent for 10 minutes and get close to nothing out of it.

Crett1 votes

i REALLY love second wind. it kills me that overgrowth is in the same tier, forcing me to decide between my two loves. infinite scaling tankiness, and in-combat % regen

Spoofghoul1 votes

well it's a lot better then overgrowth right now

ofc there is this thing called grievous wounds though

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