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Last pre-season saw a ground-up rebuild of masteries with the goal of making mastery choices more about individual playstyle than numerical buffs. Though we’ve had a few balance challenges over the season, the basic premise has held up over time. We’re filling in the remaining holes in each tree with an eye toward further sharpening this ‘playstyle-first’ vision, and addressing two of the ‘problem children’ remaining in the system.
Side-note: we recently shipped an article sharing most of the information in this section, so if you get deja-vu, you’re not crazy (or psychic).
Veteran’s Scars is close to a good place but the wide range of situations in which Runic Armor can be helpful (healing, shields, etc.) means Veteran Scars needs a nudge if it wants to be a relevant alternative. Also, #cleannumbers are just better, it’s science.
HEALTH PER RANK :[9]⇒ 10
TOTAL HEALTH :[9/18/27/36/45]⇒ 10/20/30/40/50
v5.24 Less armor and magic resist, less health, and less bonds of stone.
The most robust of the new trees, Resolve’s multiplicative scaling for tanks is simply too high across the board. We’re reducing the effectiveness of the class at the mastery level while adding flat-health options for squishies who actually want some defense, even if they’re not stacking it.
Veteran's Scars
HEALTH BONUS :[+4% total health]⇒ +45 health
v5.22 We're updating the mastery system to offer focused, high-impact choices rather than a slew of nuanced micro-math optimizations. Each tier of decisions now successively grows in importance, ending in your final 'keystone mastery' which fundamentally impacts how you play your champion.
Resolve's the tree that's the least changed in terms of why you'd want to take it - it's for the immovable objects out there that want to be in the middle of a fight and stay there for a good long while. If you're someone that values staying alive for multiple rotations of crowd control or initiation, Resolve's the tree for you.