What if Grasp was a scaling rune?
Make it 2% damage-1% heal lv 1, going up to 8% damage-4% healing lv 18.
Or 6-3 if 8-4 is too much.
Less oppressive in the laning phase, not entirely useless vs Conq late.
Make it 2% damage-1% heal lv 1, going up to 8% damage-4% healing lv 18.
Or 6-3 if 8-4 is too much.
Less oppressive in the laning phase, not entirely useless vs Conq late.
I don't think Grasp is really oppressive in the laning phase, I actually almost never see it taken anymore, almost everyone is picking Conqueror nowadays.
The biggest problem with Grasp later in the team fighting phase is most likely that it takes so long to charge up, meanwhile there are alot of champions who can proc Conqueror almost instantly.
I think that's more too do with what champs are viable top than the strength of the runes.
It does take time too charge grasp, but it gives some hp and it is very strong in lane.
It's a difference of scaling. Grasp is always a flat +5hp per stack and takes several seconds between stacks, but then requires an auto-attack against a champion to proc. Most tanks have terrible attack speed and movement speed, easily being kited or interrupted from gaining stacks. Should point out it's already a scaling rune, just unreliable and unimpressive. Conqueror always has 10% of all damage ignore defenses while active, sure it still requires combat with enemy champions to charge, but isn't required to be auto-attacks. Most fighters have poke &/or mobility, allowing them to charge it quickly without much trouble. Offensive champions have much easier times farming so they'll about always have an edge.
i wish they would have done the same with grasp that they did with dark harvest before the rework.
after a certain amount of stacks, the buff duration is increased to 5 minutes, so you can carry the charge upfront into a fight.