[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=B9saaFcu,comment-id=0003,timestamp=2017-12-07T02:51:22.207+0000)
here is the thing.
if this was something only juggernauts could do around midgame and lategame, then the rune would be fine even with its crazy stacking. juggernauts can easily be disengaged on, and realistically they would probably never build a lot of stacks in most cases.
however if they were able to just keep themsleves going through a fight, like a darius repeatedly hitting his q to heal up and stay in fight longer, then theyd be more rewarded for doing what theyre supposed to be good at. extended fights.
as you could see in the video as soon as the game went out of the lane phase he has never gained more than 2 stacks even a on a mobile champion like jax who can switch targets, chase and stick really well.
there are only 2 issues with the current pbe version of grasp.
1.) smart management can allow you to keep the stacks going on minions in lane for extended times which can lead to a huge advanatge over your opponent. while even with the infinite stacking it doesnt seem overpowered outside of lane, its definitely very powerful through the lane phase.
2.) the infinite stacking might empower the wrong classes. tanks who are most likely going to live the longest start dealing a lot of damage over the course of a fight and become juggernauts, and bruiser skirmishers/assassins might make a comeback if the rune was shipped as it is.
imo the new version of grasp would be fine if it only gave its bonus once instead of stacking to crazy amounts.
Here's the thing: Jax doesn't have long fights because he either erases or he gets out. Ofc he's not going to stack. Tank Sion, Mundo, Cho Gath, Darius all have much much longer fights, and have the ability to stick to targets.
When I look at this rune, I'm thinking strongly of a game I lost as Leona jungle, where I was carrying my team 13/3/24. However, I had a couple teammates feeding a Cho gath, and late game he was at like 19 stacks. He was able to recover/raid boss about on par with what I was doing as Leona, and while I tried to keep him stunned/cc'd for my team to kill HIS team, he eventually got the upper hand and began killing. The lock took forever.... like 80-90 seconds, because I was ccing him, aftershocking him, damaging him, healing myself, and it just put us in such a stalemate that neither of us went anywhere. In that time, Cho would have stacked some 15-20 stacks. That Stalemate never would have happened. His Grasp would destroy my Aftershock, and he'd have enough AP left over to literally 1v5 my team, Spiking one after another, and just destroying their HP with stacked Veigar like force. And, that's on a champ where the whole strategy is supposed to be team play to kill him.
I've also seen a Mundo 1v5 a team, one after another, in what amounted to about a 1:10 fight. These fights DO happen, and they shouldn't be given extra leverage, because they ARE true snowballs, and most juggernauts can make them happen.