Grasp inherently puts you between a rock and a hard place

Tychusfindlay918··3 votes·1,107 views

in the old days, grasp didn't put any pressure on you to consistently keep it up, it simply allowed for better trading when trades occurred.

However, riot decided to add an infinite hp stack mechanic. Ok, that in and of itself isn't inherently bad. The problem is that they didn't sufficiently change the rune to accomodate this new asset.

The combat prerequisite is still an insane 4 seconds, meaning that most short lane trades won't allow you to even proc it that often under normal circumstances. The only way to effectively have grasp proc in trades is to combat minions and shove the wave so that you can proc grasp at the start of trades. The problem is that the infinite stack mechanic incentivizes you to proc grasp as much as humanly possible to maximize hp gain, which means it compels you to consistently hard shove the wave. However, in so doing, the enemy laner can simply back off the wave and deny you any real opportunity to stack it without losing much cs. If you decide to freeze the wave, if the enemy walks up and farms, you have to find a way to extend a trade for 4 seconds which is relatively rare because in order to freeze you're not allowed to combat the minions.

This leads to grasp feeling pretty bad to use. I think the perma hp stack is a decent mechanic worth keeping, but grasp needs to be adjusted to accomodate this change so that it doesnt compel you to consistently hard shove. It needs to be more reliably procced, but in so doing, it does need to be toned down to accomodate the fact that it would be procced more reliably.

PROPOSED CHANGES

combat prerequisite 4 seconds -------------> 2 seconds

damage 4% ------------> 2%

heal 2% ------------> 2% (I dont feel the heal needs to really be touched, if grasp needed more nerfs I would rather damage go further down to 1.5% or so)

max hp gain 5 ------------> 4

OVERALL buff (I think grasp is honestly weak compared to even the other keystones in resolve, the mini courage of the colossus one that gives resistances for simply hard CCing someone is usually way better than grasp) by a relatively small margin. Can be procced a little more reliably and allows for people taking grasp to not have to completely disregard the notion of wave management.


EXPERIMENTAL CHANGES (Just food for thought stuff, the changes above are actual suggestions for live balancing)

These are experimental changes that are just food for thought really. I always wondered why grasp didnt have a weak first proc but then got stronger with each subsequent proc (extended fights are after all the bread and butter of most champions that take grasp).

combat prerequisite 4 seconds ------------> 2 seconds

damage 4% -------------> 1%

heal 2% -------------> 1%

max hp gain 5 ----------------> 4

when grasp is procced consecutively, it gets stronger.

2 second grasp proc (1st) = base 4 second grasp proc (2nd) = damage increased by 1%, heal increased by 1%, max hp gain increased to 5 6 second grasp proc (3rd) = damage increased by another 1%, heal increased by another 1%, max hp gain increased to 6 8 second grasp proc (4th) = damage increased by another 1%, heal increased by another 1%, max hp gain increased to 7

EASY TO LOOK AT

1st proc = base

2nd proc damage = 2% heal = 2% hp gain = 5

3rd proc damage = 3% heal = 3% hp gain = 6

4th proc damage = 4% heal = 4% hp gain = 7

Staying in combat with minions would only continuously refresh the 2 second grasp proc, in order to unlock the next level proc, you would have to hit an enemy champion and proc grasp, it would then go from 2 seconds to 4 seconds after being in combat for 2 more seconds, staying in combat with minions at this stage would simply keep the 2nd level proc up instead of allowing you to get 3rd and 4th after however many seconds in combat until you hit an enemy champion. If you exit combat, you automatically go back to 1st level proc upon reentering combat for 2 seconds.

11 Comments

Critmaster Garen2 votes

thank you. it is so fucking hard to prime grasp for a trade.

once its ready, it lasts something like its full 4 seconds, and lasthitting a minion extends its duration.

but when the grasp proc is building up, the counter immediately falls off when you arent attacking something for like 1 or 2 seconds. its just a pain in the ass to get it ready for the next trade. you have to do some stupid shit like get the attention of a single lane minion to keep you in combat until grasp is up.

also, the stack mechanic is problematic in itself. it forces you to constantly trade with your lane opponent to get the keystone to scale. this isnt always possible against opponents who simply dont want to fight you, or just non interactive champions like kennen, gangplank and gnar who just poke from range.

or youre facing an overwhelming matchup and youre forced to farm out the lane anyways without many trades along the way.

in either case, ironically this is where you would need the extra health the most.

one game, im fighting a mundo, maokai or shen and stack a large amount of hp because those dudes like to frquently fight in melee range (matchups that are already easy for a lot of grasp users), and another game youre dealing with gnar or gp's ranged poke spam and REALLY need the extra health to keep you in lane. but you end up with like 10 to 20 hp by the time the lane phase is done.

other keystones that scale with level, and even dark harvest dont have this issue.

Tychusfindlay9181 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=7cT4fmGW,comment-id=0001,timestamp=2017-11-11T05:56:19.020+0000)

thank you. it is so fucking hard to prime grasp for a trade.

once its ready, it lasts something like its full 4 seconds, and lasthitting a minion extends its duration.

but when the grasp proc is building up, the counter immediately falls off when you arent attacking something for like 1 or 2 seconds. its just a pain in the ass to get it ready for the next trade. you have to do some stupid shit like get the attention of a single lane minion to keep you in combat until grasp is up.

also, the stack mechanic is problematic in itself. it forces you to constantly trade with your lane opponent to get the keystone to scale. this isnt always possible against opponents who simply dont want to fight you, or just non interactive champions like kennen, gangplank and gnar who just poke from range.

or youre facing an overwhelming matchup and youre forced to farm out the lane anyways without many trades along the way.

in either case, ironically this is where you would need the extra health the most.

one game, im fighting a mundo, maokai or shen and stack a large amount of hp because those dudes like to frquently fight in melee range (matchups that are already easy for a lot of grasp users), and another game youre dealing with gnar or gp's ranged poke spam and REALLY need the extra health to keep you in lane. but you end up with like 10 to 20 hp by the time the lane phase is done.

other keystones that scale with level, and even dark harvest dont have this issue.

For ranged matchups you shouldnt be considering grasp anyways, the point of runes was to be dynamic so that there isn't always one omni-optimal option for any champion.

The stack mechanic is only problematic in itself because of the 4 second prerequisite. Lowering it to two and toning down the keystone a little bit to adjust accordingly would solve a lot of the issues.

At the very least, if grasp isnt fixed, I bet it would feel a lot better with these changes, even for champions like garen who might not like it that much to begin with.

Critmaster Garen1 votes

{quoted}

For ranged matchups you shouldnt be considering grasp anyways, the point of runes was to be dynamic so that there isn't always one omni-optimal option for any champion.

The stack mechanic is only problematic in itself because of the 4 second prerequisite. Lowering it to two and toning down the keystone a little bit to adjust accordingly would solve a lot of the issues.

At the very least, if grasp isnt fixed, I bet it would feel a lot better with these changes, even for champions like garen who might not like it that much to begin with.

the first problem with this is, that some juggernauts simply dont have another option in resolve. so when they cant go grasp because theyre stuck in the wrong matchup, they are entirely locked out of the resolve tree as their primary choice.

second doesnt really make a difference which of the runes you chose in the same matchup. to get some use out of them, youd have to fight with an enemy champion, no matter if you chose electrocute, press the attack, phase rush, kleptomancy, or grasp of the undying.

in a melee vs. ranged matchup you wont be able to use any of them frequently.

however, grasp is the only keystone that requires you to repeatedly trade with your opponent to make it scale properly. except for kleptomancy, but in those cases inspiration still offers two other generic options that can be picked up by everyone, every game. other keystones actually can always be chosen universally by a lot of champions.

even if you dont get to use them a lot early on, as you level up your champion and build items, they will get stronger on their own. even dark harvest isnt actually as dependent as grasp on being able to fight your opponent early on to scale, since the souls drop off your own allies and minions, and off enemy minions.

and like i said. its a fundamental design flaw of grasps stack mechanic, that you can only really get the extra health in matchups that are already easy, and almost never in matchups where you would really need the extra health.

Xavanic1 votes

Even then you will only ever get like 300 hp (maybe 600-800 IF Your playing GP) from grasp, im sorry, but the stacking hp mechanic is not as strong as it seems, its like sions w, its nice, but its never gonna break you like nasus or veigar stacks Grasp is more focused on helping juggarnauts make up the missing tank for their dmg item while giving them extra damage, if champs like riven or yi could constantly proc this, it would become problematic

Tychusfindlay9181 votes

{quoted}

Even then you will only ever get like 300 hp (maybe 600-800 IF Your playing GP) from grasp, im sorry, but the stacking hp mechanic is not as strong as it seems, its like sions w, its nice, but its never gonna break you like nasus or veigar stacks Grasp is more focused on helping juggarnauts make up the missing tank for their dmg item while giving them extra damage, if champs like riven or yi could constantly proc this, it would become problematic

The reality of grasp is that all of it scales on your own maximum hp, making it quite a bit less effective on riven and yi than for juggernauts and tanks. Being more reliably procced I don't think will break this for them since they have much better options to go for (or at least should have better options). 2% of their hp being healed a couple times during combat is worthless for them while it's actually pretty good for a guy like darius.

Meep Man1 votes

Riven and Yi both have like 3-4 other keystones they can use though.

Xavanic1 votes

{quoted}

The reality of grasp is that all of it scales on your own maximum hp, making it quite a bit less effective on riven and yi than for juggernauts and tanks. Being more reliably procced I don't think will break this for them since they have much better options to go for (or at least should have better options). 2% of their hp being healed a couple times during combat is worthless for them while it's actually pretty good for a guy like darius.

Last thing i wanna see is titanic riven with 5k hp and 300 ad, grasp is good in its current state

Tychusfindlay9181 votes

{quoted}

Last thing i wanna see is titanic riven with 5k hp and 300 ad, grasp is good in its current state

Grasp is not good in its current state at all, and riven with titanic sounds like shit.

Xavanic1 votes

{quoted}

Grasp is not good in its current state at all, and riven with titanic sounds like shit.

Ive done it, its not too bad, it just needs a buff and it will become op

Critmaster Garen1 votes

please just get rid of the stack mechanic.

either make it a generic level scaling like the other keystones (20 hp + 10 hp/lvl = 200 hp at lvl 18 for example) or make it a flat % health increase.

it really pisses me off how hit or miss the stack mechanic on grasp is. and as long as champions like Garen dont get a second option in resolve, they could have at least the courtesy to make its power reliable so you can pick it up every game and get the same power over the course of a game out of it.

Call Me Nana1 votes

grasp needs to be changed in its current state. Find a way to abuse it and gg you can 1v5

Want to be cancer? Ekko item 3078 item 3091 item 3065 item 3026 item 3111 item 3748

i guarantee you will never die in the top lane and youll be able to 1v5.

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