If Grasp stole HP instead...
Would we enter a Grasp meta?
Would we enter a Grasp meta?
It does steal health.
he means that he takes health from his target permanently ie if you are at 1000max hp and he procs grasp he would go to 995 max hp for example
and to his question would we enter a grasp meta yes that would be beyond broken
. How would we enter a grasp meta? The thing takes almost 4 seconds to prime, not to mention it being weak on ranged.
don't you realize that there are champions who can proc these effects easily? i've had over 60 procs in games thats -300hp thats a -800 gold you just deleted from your enemy
You mean the same champs that only get a small % of its effects due to being ranged? GP is the only melee I can think of that can proc it so easily.
Well.... It deals damage and heals... I suppose thats the same thing really
I thought it already did that, deals extra damage and heals you?
He means if you have 2000hp then procs it vs you, you then have 1995 and so on.
It would make everyone that can proc it safely needlesly broken and the early game entirely game changing. So yes, in an unhealthy way.
ask yourself what would happen if the target reached 0 hp at that point would they continue dying for no reason just cuz 0 hp or would they just cease to exist in the game?
They loop back around to max hp... the one where you can survive execute damage.
you would back to natural hp growth?
ask yourself what would happen if the target reached 0 hp at that point would they continue dying for no reason just cuz 0 hp or would they just cease to exist in the game?
i mean, that would require like 400 grasp hits of a melee champion on someone who wouldnt build hp by lvl 18.
thats not to say the idea isnt completely bonkers.
id rather prefer they gave grasp the old dark harvest effect. meaning after you get a certain number of health from the stacks, grasp stays active for 5 minutes once its activated.
this way you could carry the proc across the map into a teamfight after a certain point. would make it slightly better without taking it over the top.
otherwise what they could do is:
this would very slightly buff the heal in clutch situations where you need it more than at full health, and buff the health gain through increased proc rate, while keeping the overall damage the same.
this would be a very minor but effective buff to the health and sustain components of the rune imo.