@Riot, Can we at least buff Grasp a bit?

Malicious Metal··9 votes·524 views

Let's be real here, with SotA gone and CoC only benefitting a certain type of champions Juggernauts and other bruiser type of characters are kinda screwed over a decent Keystone choice if they want to invest into Resolve.

So how about we at least buff Grasp a bit after it had been repeatedly nerfed?

I was thinking of a stack system to Grasp:

-combat generates a stack of Grasp every 4/3/2 seconds (on levels 1-6-11) (-Getting AA'ed from range generates stacks faster; one every 2.5-2-1.5 seconds?)

AA's expend the stacks for one of the following effects: 1 charge: Drain 2% of your maximum health as magic damage on your next AA 2 charges: Drain 3.5% of your max Hp as magic damage 3 charges; Drain 5% of your max hp as magic damage as well as stealing 5% of the enemy's MR and armor

this would not only reward Juggernauts and tanks during team fights once they reach their targets but also give them the tools to punish ranged aggressors in lane if they manage to close the gap and engage in some trading

I made sure that one stack trading is a bit worse than on live but if you manage your stacks correctly your trading becomes really good, rewarding smart play and knowing when to engage. On the enemy's part it'll be the other way around, knowing when to disengage and deny the discharge

Thoughts?

10 Comments

Darth StepVader2 votes

I love how you introduced a scaling mechanism, it seems Riot greatly likes those. Since their reasoning behind nerfing it was that it made Mundo and some other champions immovable from lane during the early game, then indeed it should be weak early and then stronger late game. ++1 for this suggestion.

Weak early: Deal 1.5% of your hp as magic damage to your enemy and heal for the same amount every 5 seconds in combat. Stronger mid: Deal 2% of your hp as magic damage to your enemy and heal for 4% of your hp every 4 seconds in combat. Full power late: Deal 3% of your hp as magic damage to your enemy and heal for 6% of your hp every **3 **seconds in combat.

Focused on sustain rather than damage early/mid game and then scales better to late game to keep a tank alive and boost its now pathetic damage output. Would probably work better if the rest of the resolve tree got reworked as well.

Aazzlano2 votes

So you want a free 5% of your max hp lifesteal every auto if you are fighting a ranged champion? Lol

no. not even close.

DeathBurst1 votes

First off, no, the numbers in OP are not even close to 3 charges every auto. Second, if the proc happens too frequently, it's easy to nerf that down. The important question is: is the principles of multiple stacks a good idea?

I think it is.

Aazzlano1 votes

This mastery is actually pretty cancer and has no place in this game. I mean Grasp in general, with this version or the current version. It fully deserved to be nerfed and should just get removed.

DeathBurst1 votes

Buzzwords like "cancer" and absolutes like "should just get removed" are usually not a good idea...

Durable selfish champions who play in lane and not in jungle have no good Keystone. They can go for damage, of course, but then people will complain about damage creep. It would be much better if they had a good Keystone in the Resolve tree, and Grasp is the only thing that even remotely fits the bill. Champions like Darius, Garen, Nasus, Olaf, etc. can't use Colossus, and they would be sad to be forced into Bond of Stone.

So if Grasp is such a "cancer", what Keystone do you propose for them?

Aazzlano1 votes

How about none because the entire keystone system is stupid?

MunchCrunchLunch1 votes

remove its damage and just give it the sustain. but buff it

LadyRenly1 votes

wish theyd tone down the damage, buff the sustain. I want to use it on people like Shen to stay in lane longer, if I want damage i'll go down Ferocity or Cunning.

DeathBurst1 votes

That's a nice idea, but it's a bit expansive on the complexity budget, and probably requires new VFX. It's gonna be hard to push this idea.

Critmaster Garen1 votes

at this point im not even sure im going into resolve if they happen to buff grasp.

the masteries in ferocity all the way down to the keystones are just way too strong for the resolve tree to keep up with them. i mean the 1 % damage increase per second in combat is too strong to pass up on.

probably going to be 18/12/0 for me.

lets see how the new fervor works out on garen. if not, im going back to stormraider. with 12/18/0

for nasus it will be the same. fervor or stormraider.

i dont see the point in resolve masteries, if ferocity just straight up outperforms them, the synergy with the masteries is worse, or theyre so situational that youll almost never profit from them.

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