Suggestions for Grasp and Aftershock

Jbels·2/1/2020, 2:12:23 PM·4 votes·4,207 views

I'm seriously confused as to why these two TANK keystone runes do damage? I feel like taking the damage away from these runes and reinforcing them with defensive power could help tanks actually be relevant again.

I like the idea of Grasp doing no damage whatsoever, but healing for much more. For example, instead of doing 4% max health damage and healing 2% max health, it could instead heal for 2.5 or 3% max health with an additional 1.5 to 2% missing health healing. Tanks can and should be able to survive longer and be relevant without having to just have damage tacked on to what should be defensive runes.

As for aftershock, I would replace the damage with a giant decaying burst slow against people who get hit by the second proc of it. I feel aftershock can be a rune that reinforces CC heavy playstyles without (once again) more tacked on damage. If not a burst slow, then a tenacity boost maybe? I don't know. Any other ideas for this?

50 Comments

Saezio2/1/2020, 2:29:09 PM1 votes

Aftershock has the innate problem of it being too good on supports(or mage abusers) to give them pseudo tankiness for a very short amount of time.

As a small buff, I would like aftershock to shield the user based on the mitigated damage during the extra resistances window. This way enemies can outplay it by not dealing damage during the time aftershock is up.

But what we really need for tanks is a rune that rewards them for sticking in the thick of things, not going in and having to instantly go out after using their kit.

Something like conqueror but for resistances, like for every second in combat gain X amount of armor and MR and then when fully stacked heal for a percentage of mitigated damage OR gain -% incoming damage.

But riot simply don't want tanks to be able to facetank shit no matter what... Cause that's "boring viewer experience"... So, we can only hope they rework all tanks to be damage dealers and be done with it. It is pretty clear tankiness is not going to come back to this game.

Posui Gart2/1/2020, 2:47:50 PM1 votes

For example, instead of doing 4% max health damage and healing 2% max health, it could instead heal for 2.5 or 3% max health with an additional 1.5 to 2% missing health healing. Tanks can and should be able to survive longer and be relevant without having to just have damage tacked on to what should be defensive runes.

In teamfights tanks can't really use Grasp a lot. During lanephase tanks aren't supposed to rightclick enemies while low Grasp could be fine without damage, but there should be something useful in it that works even if you use it on full health

As for aftershock, I would replace the damage with a giant decaying burst slow against people who get hit by the second proc of it If not a burst slow, then a tenacity boost maybe?

Slow on 2nd hit can be really strong in some cases(ganks), and useless in others(enemy standing still or being immune to slow), damage is easier to balance. Tenacity is not really that good stat to put on this: usually by that point tank already used his spells and got the CC on himself. Perhaps a shield based on number of enemies hit and max hp would be nice

Vonyalo2/1/2020, 2:55:30 PM1 votes

Unfortunately, damage is the language this game speaks.

DuskDaUmbreon2/1/2020, 3:05:40 PM1 votes

I'm seriously confused as to why these two TANK keystone runes do damage?

Because the only way to actually win a lane is through some form of damage or significantly higher scaling, and even that usually requires enough damage to keep them from just beating the shit out of you in lane.

As most - if not all - tanks are not late-game monsters, they need damage to actually win lane. As surprising as it might be, simply having a shitton of sustain is not enough to win. You need to actually pose somewhat of a threat to them. And even a big-ass slow does fuck all if you can't follow it up with anything.

As far as keystones go, they're still pretty low damage. They give some damage to make their users actually relevant, without being large amounts of damage.

Garson2112/1/2020, 4:49:28 PM1 votes

Ok but only for mele or all range champs will abuse it.

Garson2112/1/2020, 9:27:25 PM1 votes

If that going to be only healing and not max hp + like now it can be for everyone w/e.

The thigh guy2/1/2020, 10:01:17 PM1 votes

The issue is, tanks are such garbage that they can’t survive in a fight for even 2 seconds. In order for tanks to have a rune, that doesn’t deal damage, that rune would have to do something insane like reduce damage taken by 40-80%. Or remove true damage or something crazy like that.

Troll Slaiyer2/2/2020, 2:20:16 AM1 votes

make aftershock last longer and not do any damage. for grasp, buff the hp increase and healing and get rid of its damage.

HideSide2/6/2020, 5:12:35 PM1 votes

Hey, but giving something to tank, you should not do on the expense of other champions. Think about new rune instead...

RedEcks2/22/2020, 10:30:55 AM1 votes

So the biggest reason I couldn't see "any" of these changes is because any/all "tank" rune buffs would indirectly buff bruisers still making them alot better than tanks. Just look at the recent Sunfire/Bamis hotfix