Design flaws of grasps stack mechanic, and why Fearless should be turned into its own keystone

Critmaster Garen··4 votes·337 views

ive critisized grasps stack mechanic in the past already, so i just want to focus on its most glaring issue. and that is that by design, youre only ever able to stack the health component of grasp in matches, where you need it the least.

if youre stuck in a lane matchup against an opponent you cant trade with, because hes either just stronger than you or plays in a way where hes focused on ranged poke while avoiding direct confrontation, you will get the least out of grasps stack mechanic. so in circumstances where you want to be able to get the extra health to either survive that enemy poke a little longer, or you want to get stronger to be able to trade with an overwhelmingly powerful enemy, you will never really be able access the extra health.

most of these cases, you will probably end the lane phase with 20 to 30 extra health.

grasp stack mechanic should simply be replaced by a 4% max health increase. youd gain 160 bonus health off thekeystone on a full 4k health build. which means noticably less than its best case scenario (around 250 health over the course of a game against matchups like shen was the best i got so far), but also noticably more than in a bad matchup that makes it close to impossible to get these grasp procs on your opponent.

the stack mechanic itself should be moved over to a rune that focuses on survival.

so here it goes. if we get separate warden or vanguard trees, or you simply add a 4th keystone option to resolve, i think we need fearless as a defensive option back in the game.

Fearless

when taking damage from an enemy champion, increase your armor and magic resist by 20 + 30% for 2.5 seconds, and permanently increase your health by 5 (2 for ranged). Cooldown 20 to 9 seconds (depending on level).

i know. i know. i commited one of the greatest atrocities known to mankind. i made a keystone that is entirely focused on defense and helps you survive, instead of incentivising you to constantly fight your enemy like a monkey. because sometimes, believe it or not. its simply the best option for you to farm out a lane instead of fighting (no, really!).

ive used aftershock as a template here.

1 Comments

Tortunga1 votes

I don't think the health stacking of grasp is that bad, but like you mentioned you need a different option when you cannot effectively use it because of the lane match-up. It's an offensive, sustain rune, and we really need a defensive one.

As for your suggestion I would personally lower the stats it gives, but as well lower the cooldown. Your suggestion would work great against all-iners, but doesn't do much against skirmishers or pokers; They will just play around the large gap between uptime, and still push you out of lane/farm without to much a problem. It's not a bad rune, but it much more a tank/initiator rune (It's like a Sej passive as a rune), then something that will help you much in a bad lane match-up.

Btw I wouldn't mind if they would just replace the 5 health stacking from Grasp with flat health %. All these mini games are pretty lame in my opinion.

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