@meddler: when looking at keystones, please dont forget to address grasp in one of your next updates
even if the keystone isnt overperforming or underperforming, it has a bunch of gameplay related issues mostly thanks to the health stack mechanic.
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health stacking on grasp makes you feel pressured to use it as much as possible in lane
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the rampup timer of the buff is pretty long with 4 seconds, so it often only activates after a trade with your opponent which leads to situation where it makes you want to overextend in trades just to get the proc for the health stack.
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with the above issue in mind, preparing grasp before a trade happens is incredibly difficult due to how the rampup timer works. it incentivises you to constantly auto attack minions and push lane, just to be considered in combat long enough for the counter not to completley cancel, and grasp to activate.
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the effectiveness of the health stack mechanic heavily varies depending on the enemy matchup. it can be anything between 150 to 200 health at 20 minutes, and no health at all in lanes where trades in melee range are either not very frequent (mostly melee champions with grasp vs. ranged champions, or melee champions who cant afford to trade with an overwhelmingly strong opponent).
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with the above issue in mind, the health stack mechanic seems to be most effective in situiations where the matchup is already easy, and youre frequently able to trade with your opponent from the start. in matchups where the extra health would be really needed, it is often not possible to get a lot of extra health stacks on the keystone.
im going to say the same thing i already said a couple of times. i hate the health stack mechanic on grasp. above all it is frustrating to work with, due to how much it pressures you into using the keystone as often as possible to make it scale properly.
personally id greatly appreciate if it was replaced by either a flat 4% max health increase, or a level scaling health bonus.
in both cases it would make the amount of bonus health on the keystone less dependent on the matchup youre facing and either more on your itemization or passively on your champion level.
another possibility would be to improve the healing component on grasp itself. changing it from 2% max health to 5% missing health for example.