Resolve Path Quick Fix
Resolve is extremely underwhelming right now
Not only does it lack power, it lacks interesting new Runes as well as actual tank runes. Many of the runes came from the old system and some of the new ones lack power.
One thing i find plain disgusting though is how a bunch of old weakened utility runes got forced into the resolve path to make way for shiny new overpowered damage runes in other paths.
That aside
For now i want to primarily focus on a few of the minor runes which i think need to be reworked or simply replaced as well as some work on the base stat buff resolve gives
Now i haven't got any big idea's for the base stat boost however i would make a small change
Base stat change
- 100 base hp + 5 base hp regen
Not very usable for champs who don't build much defense as most tank stuff scales with bonus stats already, except for regen. At the very least it will help out in lane with potential scaling just like other paths have, any ad/ap you get can become worth more with cdr or crit or pen so i think resolve should have similar power
As for the other changes i would target 3 of them Iron skin, mirror shell and conditioning. The main problem here is the measly stats they give for tanks as well as being slightly different clones of each other (talk about lazy design)
**Iron skin ** Will remain in name but a bit different +8 armor + 4 Magic resist Heals and shields increase your defenses by 5%
It's now the early game defensive choice
Adaptive Armor An old favorite is now replacing mirror shell, we dont need a shell of a rune anyway. Gain 10% of your highest defensive stat + 3 as either armor or magic resist
Need to stack some early armor get some Mr for free to deal with that pesky mage, not a lot but every bit helps, and it has some scaling to it. it will help you adapt
**Conditioning ** This is supposed to be the scaling option, although the scaling is meh and the condition is even less fun. it practically does nothing for a long time and then you gain a minor stat boost
Gain up to 20 total resistances, +0.1 armor or Mr whenever you take physical or magic damage. After reaching the cap reduce incoming damage from whichever you took most of (physical/magical) by 2% of bonus health after resistances.
Condition yourself to be strong vs a damage type by taking said damage. perfect for tanks since you need to get hit a lot to make it useful as well as the need to grab a bunch of hp items so it's more limited then the other 2 choices and takes longer to be useful but in return scales harder.
Pretty much my take on some quick changes to resolve path to make it more appealing and add some more meaningful choice