If the grasp of the undying change goes through, add in health per level for Resolve
I play tanks; in particular I play tanks that tend to have a low health value --
.
I rely on the bonus health granted from Resolve and from the 100 health in Inspiration, but most of all on the health granted by proccing Grasp of the Undying. In the last season, I would go with scaling health gold runes, a single flat health quint, and two armor quints. That would grant me 242 health at level 18. Depending on the matchup and if I really needed health over the bonus shield, I would also take a varying amount of points in Veteran's Scars, up to 292 health, as well as stoneborn pact for the extra 5% health.
With the new runes, I get 130 health from majoring in Resolve, an extra 100 in exchange for early damage from Inspiration, and a varying amount of % bonus from Overgrowth.
By missing out on Grasp of the Undying's health gains, I'm losing between 12 and 62 health just compared to last season, let alone from what can be gained from its current iteration.
In its current state, I can usually gain around 40 health before backing for the first time, and 120 around the end of the initial laning, with about 200 by end-game.
The changes possibly going to the rune are going to quite strongly negatively impact characters who already struggle to come by health,
I thus propose that in addition to the 130 health granted by majoring in Resolve, majoring in it grants 10 health per level, granting thus 180 by level 18. For the Inspiration bonus, 11 health per level, up to 198 at level 18.
This doesn't let players go crazy like they can potentially in the current version of the rune, but does let the changes go through without hurting those who rely on the stacking health component of the rune, as well as give a nice boon for Inspiration users wanting extra survivability.