6.12 patch Grasp of Undying - Riot tendency

Alytrox·6/6/2016, 6:46:44 AM·11 votes·2,704 views

Grasp of the Undying (Ferocity Tier 6) Now [deals 2.5% of your max health and heals you for 1.25% of your max health] from [steals life equal to 2.5% of your max health]

For me, now it's clear. Riot doesn't know nothing, like Jon Snow, about balance.

They keep adding retard damage items for tanks like Sunfire Cape / Iceborn Gauntlet. They added Grasp of Undying, realized how powerful it is (preseason), and kept nerfing the masteries until it's going to be useless in terms of defensive capabilities.

What i'm trying to say is this :

REMOVE ANY DAMAGE IT DOES, and GIVE IT A GOOD DEFENSE BUFF. After all, it's a Key Masteries in a defense oriented tree. You want damage ? You have Fervor/ Warlord's/ DFT / Thunderlord's Decree.

You want tankiness ? You have SotA for junglers (pretty useless in lane - it's just a jungle option IMO) You have Bond for supports (useless in solo lane - it's why should only be used in duo lane) And you have Grasp of Undying. But why damage, on a key masteries defensive oriented tree ?** And with the 6.12 nerf, we're going to have a Key Masteries in a Defensive Tree that DOES MORE DAMAGE THAN THE SUSTAIN/DEFENSIVE CAPABILITIES !!!!!!!!!!!!!!** WTF? You could have 1mil. ideas of doing something else to Grasp, like : +1% damage reduction while in combat / 2 seconds. Max 10 stacks or something like that.

And you should do this for every Sunfire Cape/ Iceborn Gauntlet items out there.

Stop nerfing defense items for tanks. Stop buffing/adding offensive powers to tank-oriented items.

This is why you had the cancer Tank Ekko. **This is why you have Tank Fizz/ Akali / Talon and all other cancers.

LE: For Clarity :

I don't consider Grasp underpowered or either overpowered right now - I just consider it pretty lackluster in terms of defensive powers. It's just not how i think a Key Masteries in a Defensive Tree should look like

LE2: Thanks to Winnnnk

This is not just about Grasp of Undying, but : There should be a bigger difference in stats between defensive/offensive masteries.

In this META right now, the damage is insane, and with a a combo of Sunfire/IBG/Grasp a tank can kill a carry very fast. Meanwhile, of course, a carry with a decent amount of %ARP can also insta-kill a tank.

I really think that when a Tank and a Carry would try to 1v1, the fight should be much longer than it is right now.

21 Comments

BluePolarizer6/6/2016, 6:54:12 AM5 votes

wait who the hell plays tank Talon lol?

There's literally zero point in playing tank Talon.

Talon isn't sticky, he isn't super mobile, his base damage isn't amazing, he doesn't have CC and he doesn't have engage.

Nux9aNBykS6/6/2016, 7:18:09 AM4 votes

I think you guys are all missing the point he's trying to say :

From what i've understand, he's actually telling us that there should be a bigger difference in stats between defensive/offensive masteries. I also agree on that.

In this META right now, the damage is insane, and with a a combo of Sunfire/IBG/Grasp a tank can kill a carry very fast. Meanwhile, of course, a carry with a decent amount of %ARP can also insta-kill a tank.

I really think that when a Tank and a Carry would try to 1v1, the fight should be much longer than it is right now.

ViashinoWizard6/6/2016, 6:56:27 AM3 votes

Grasp was never problematic because of its damage. It's problematic because of its sustain. This change also means that Grasp's healing isn't affected by the target's MR.

Tank Assassins aren't made problematic by offensive power on tank items, but by having to much power in their base damages.

WoonStruck6/6/2016, 6:59:14 AM3 votes

They keep adding retard damage items for tanks like Sunfire Cape / Iceborn Gauntlet.

The majority of champions that are a problem with sunfire+IBG have %HP damage.

The items are not the issue.

That's like saying SV is the issue when Vlad, Mundo, or Swain's healing is too high.

Cancer like tank ekko and tank fizz will still exist because they have %HP damage.

Tank Akali and tank Talon aren't actual things. They're gimmicks that only work if you get fed early. Anyone does well if they're fed early. That's called level+gold advantage.

facemelter7106/6/2016, 7:13:34 AM2 votes

first off. Great post and a good point well madd. Alright here is my idea it's for tanks right? It's called "grasp of the undying"? Ok easy as pie for every 10% of your max hp missing your next basic aa or any spell cast will refund 1 percent of your max hp. Caps At 5% can't happen more than 1 time every 5 sec? Fair and balanced? Or fair and balanced like Fox News? What does everyone think?

TyroneWatermelon6/6/2016, 6:56:02 AM1 votes

Wtf people I'm the only one that doesn't have brain? Honestly I can't see shit how this mastery is useful it's complete garbage! Late game 3500 health bruisers gets about 37 health and deals about 90 damage EVERY 4 SECONDS. Useless garbage even while in the preseason...why take it over ANYTHING ELSE except Deathfire/warlord. Pleas explain with math or logic why this mastery is worth taking.

Quepha6/6/2016, 7:24:28 AM1 votes

{quoted}

They keep adding retard damage items for tanks like Sunfire Cape / Iceborn Gauntlet.

Those are two of the oldest items in the game.

Ralanr6/6/2016, 7:28:41 AM1 votes

Why does it say ferocity?