If Grasp did ONLY damage or ONLY healing, which would you prefer?

Rebonack··2 votes·285 views

Riot seems to mostly hate the healing due to tank on tank slap fights. But with the addition of CotC there are better options now for helping with survival. Making it provide ONLY in-combat sustain would make the slap-fight issue return, ostensibly. But what about making it ONLY a damage tool for tanky folks? How much would the damage need to be buffed in order to make it attractive as a sustained damage tool?

11 Comments

Oglaf2 votes

If you're going to remove the damage part, you might as well axe the entire Mastery and replace it.

It is not in the damage mastery tree.

Rebonack1 votes

{quoted}

If you're going to remove the damage part, you might as well axe the entire Mastery and replace it.

It is not in the damage mastery tree.

And the 'damage' tree is full of sustain options, too.

Ferocity is in-combat healing and sustained damage.

Cunning is full of burst damage and utility.

Resolve has damage, in combat sustain, shielding, buffs to all healing, resist boosts, out of combat sustain, utility, tenacity, and a general grab-bag of things that can generally help out tanky folks in addition to anyone else. The reason is pretty simple. 'guy who wants to be tanky' covers a pretty huge range of champions with an equally huge range of needs.

Oglaf2 votes

{quoted}

And the 'damage' tree is full of sustain options, too.

Ferocity is in-combat healing and sustained damage.

Cunning is full of burst damage and utility.

Resolve has damage, in combat sustain, shielding, buffs to all healing, resist boosts, out of combat sustain, utility, tenacity, and a general grab-bag of things that can generally help out tanky folks in addition to anyone else. The reason is pretty simple. 'guy who wants to be tanky' covers a pretty huge range of champions with an equally huge range of needs.

Doesn't change the fact that we need a third defensive Mastery for those who don't benefit from CoTC.

Turning it into damage-only is retarded.

Rebonack1 votes

{quoted}

Doesn't change the fact that we need a third defensive Mastery for those who don't benefit from CoTC.

Or just let CotC activate when you damage an enemy champion and then adjust the power accordingly. Let it be the generalist defensive option as Thunderlord's is the generalist offensive option.

Turning it into damage-only is retarded.

There's already a tree for in-combat sustain, and Resolve isn't it.

Doseqis1 votes

Damage for sure and even than COTC would be better on tanks and bruisers since more hp in the long run equals more damage.

I would say that if they got rid of the 1% i would say 3.5% hp in damage would be reasonable, the 1% right now is pretty much just a bonus and tanks take it mainly for the damage is provides, without the mastery i don't think some tanks would be able to function like Mundo

Rebonack1 votes

If it did take a pure damage route based on the user's HP, I can almost imagine it being able to function as a replacement for the old Fervor on tanky Auto Attackers. Except instead of the damage ramping up via basic attacks, it ramps up over time while in combat with enemy champions. Removing the ability to prime it on minions would probably allow it to gain some power.

If it took a pure sustain route, I really do think the same system would be nice. Ramp up over time in terms of how much it heals to encourage extended fights.

Rock MD1 votes

If bond of stone gets turned into something interesting, damage.

Otherwise I think the tankiness is fitting, especially since we already have masteries that provide enough damage, and some tanks/bruisers (like Mundo and Garen) simply can't apply CoC.

I take that back. They already get enough sustain that it's either overpowering or someone gets Mortal Reminder and it's useless. Damage would probably be better.

Rebonack1 votes

[{quoted}](name=Chairman Rock,realm=NA,application-id=3ErqAdtq,discussion-id=cc5wJaoP,comment-id=0002,timestamp=2016-12-09T06:49:32.454+0000)

If bond of stone gets turned into something interesting, damage.

Otherwise I think the tankiness is fitting, especially since we already have masteries that provide enough damage, and some tanks/bruisers (like Mundo and Garen) simply can't apply CoC.

I take that back. They already get enough sustain that it's either overpowering or someone gets Mortal Reminder and it's useless. Damage would probably be better.

Yeah, Bond of Stone could probably use some tweaking or outright replacement. The addition of Knight's Vow leaves it feeling pretty lack-luster.

Ralanr1 votes

I'd prefer it to be sustain, but since regular juggernauts have sustain built into their kits it makes them very hard to fight without equal sustain (thus people start complaining that top lane is a tanky only lane).

Rebonack1 votes

{quoted}

I'd prefer it to be sustain, but since regular juggernauts have sustain built into their kits it makes them very hard to fight without equal sustain (thus people start complaining that top lane is a tanky only lane).

Arguably bottom lane is squish-only when it comes to the Marksmen role and Riot doesn't seem to have any real issue with that.

The difficulty with giving high in-combat sustain to tanky folks (especially those who already have sustain like Tree) is that you can easily get into situations where the optimal choice is to just ignore your lane opponent and farm. And I guess that isn't flashy enough for Riot's tastes. Though I suppose that's more of an indictment of how the laning phase works than anything else. It rewards passivity more often than not, especially in top lane.

EndlessSorcerer1 votes

While I would prefer sustain (since I feel if fits the name and tree better), damage would probably be the better option.

Considering how many damage multipliers exist in the Ferocity and Cunning trees and the prevalence of Morellonomicon (to reduce healing), the sustain probably wouldn't be sufficient to survive in fights.

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