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- Season 2016
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Description[]
Bond of Stone is a tier 6 keystone resolve mastery with 1 rank.
Requirements[]
- Requires 17 points in Resolve.
Effects[]
- +4% Damage Reduction. 6% of the damage from enemy champions taken by the nearest allied champion is dealt to you instead. Damage is not redirected if you are below 5% of your maximum health.
Patch History[]
Bond of Stone replaced with Stoneborn Pact. Allies heal when attacking enemies you’ve marked with movement-impairing effects will.
Bond of Stone feels pretty underwhelming at the moment. It’s not incredibly weak per se, but its strength is pretty invisible. Keystone Masteries are supposed to impact your playstyle, and to do that, they need more clear success - and failure - cases. The new Stoneborn Pact still delivers on the promise of “make allies harder to kill”, but in a way that offers more for players to actually do.
(This bit’s here for those of you who CTRL+F to find stuff)
v6.22
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).
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Description[]
Bond of Stone is a tier 6 keystone resolve mastery with 1 rank.
Requirements[]
- Requires 17 points in Resolve.
Effects[]
- +4% Damage Reduction. 6% of the damage from enemy champions taken by the nearest allied champion is dealt to you instead. Damage is not redirected if you are below 5% of your maximum health.
Patch History[]
Damage reduction increased, but no longer doubles.
If you've played even a handful of games on patch 5.24, you probably learned the same thing we did - 8-10 Thunderlord's Decree per game is probably too many. Yet, no Thunderlord's changes. What gives?
While Thunderlord's Decree is the go-to mastery when you're looking to dominate your lane, we're leaving it as-is for a few reasons. First, we're looking to it as a 'goalpost' from which we balance the other keystones around. It's something you can easily play around, has a good amount of impact, and synergizes well with certain champion kits. Additionally, we're avoiding playing 'whack-a-mole' with the Keystones (ie: just nerfing whichever is best at any given moment). By recognizing TD's strength and matching others to it, we build a better ecosystem for Keystones where you're free to adapt your builds, rather than just playing champions that abuse the best mastery.
So how are we tipping the scales? Injecting some strength back into Ferocity's Keystones while reverting buffs to Precision should help balance things out, no matter how you seek to deal your damage. Toss in a pretty spicy update to Stormraider's Surge and you have a wealth of options at your disposal. It's still possible that Thunderlords is over-tuned after all this, but bringing the others more in line with the leader should help us gauge how big the discrepancy is, rather than just cutting down the top over and over again.
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.
v5.23
Bond of Stone gives less damage reduction. Thunderlord's cooldown lowered.
Bond of Stone's purpose is to reward defenders for sticking with their buddies, but was giving too much damage reduction solo to just make it the default choice for people who wanted to take less damage in all situations. As for Thunderlords, it was on too high of a cooldown to really facilitate the 'in-and-out' burst pattern it's meant for, especially when compared to Deathfire Touch's efficiency as a damage multiplier.
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.
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