i guess im gonna take strength of the ages now and take camps from my jungler.

Critmaster Garen··7 votes·577 views

i mean with the next patch grasp is gonna heal 50 health on a 4.000 hp pool.

i dont even know why youre targeting tanks and bruisers with a nerf right now. theyre only strong in lower elos.

meanwhile fervor gets another buff. what the hell.

edit.: fixed. its actually just 50 health.

17 Comments

ThePompf3 votes

Why would you nerf grasp right now... There are more important targets than bruisers

Critmaster Garen3 votes

{quoted}

Why would you nerf grasp right now... There are more important targets than bruisers

theyre also buffing double edged sword for ranged champions... i dont get it.

MLDzXnRRR1 votes

So LCS, LCK, LPl, and LMS players are low elo? Yeah, noone plays tanks there... Or, noone plays soloQ champs there?

Critmaster Garen3 votes

{quoted}

So LCS, LCK, LPl, and LMS players are low elo? Yeah, noone plays tanks there... Or, noone plays soloQ champs there?

ok, there is a difference between tanks being played, and tanks being too strong.

every team plays marksmen. going by your logic theyd need nerfs too.

MLDzXnRRR1 votes

[{quoted}](name=Critmaster Garen,realm=NA,application-id=3ErqAdtq,discussion-id=wxJY3Y1U,comment-id=00010000,timestamp=2016-06-02T10:06:16.711+0000)

ok, there is a difference between tanks being played, and tanks being too strong.

every team plays marksmen. going by your logic theyd need nerfs too.

They reduce the diversity of the game and stagnate the lane positions meta. I've seen only several pro games without ADC - TSM with ADC Xin Zhao = loss, 1 brazillian ADC Yasuo = win, and Morde Season 5 at worlds - 4 times win.

Critmaster Garen2 votes

{quoted}

They reduce the diversity of the game and stagnate the lane positions meta. I've seen only several pro games without ADC - TSM with ADC Xin Zhao = loss, 1 brazillian ADC Yasuo = win, and Morde Season 5 at worlds - 4 times win.

exactly. thats like a handful of games in 6 years without a marksman on bot lane. and all they do is push each other out.

SkyblazeHydraX31 votes

I'll honestly be happy to stop seeing Grasp of the Undying being taken on champions that don't build a single health item. Lookin at you Yasuo!

Critmaster Garen2 votes

{quoted}

I'll honestly be happy to stop seeing Grasp of the Undying being taken on champions that don't build a single health item. Lookin at you Yasuo!

then why not changes it to a bonus hp scaling? if this was targeted at non health stacking champs it would be an easy fix.

SkyblazeHydraX31 votes

Because at the early game, even most bruisers and tanks have virtually no bonus health. How many people do you see take health Runes in toplane, or Veteran's Scars on tanky champions? Making Grasp scale off of bonus health would essentially mean you don't have a Keystone mastery for a good portion of the early game. And the only way to compensate for that would be to give Grasp such obscene scaling that bruisers and tanks who already deal decent damage would deal absolutely obscene damage, and champion builds like Tank Ekko would be that much more effective.

It might be low as a result of the nerf on PBE- which, by the way, we have no indication will actually make it to Live- but it's certainly more preferable than bruisers chunking in lategame and taking said chunk of health for themselves. Seriously, imagine that on Nasus or something.

Critmaster Garen2 votes

{quoted}

Because at the early game, even most bruisers and tanks have virtually no bonus health. How many people do you see take health Runes in toplane, or Veteran's Scars on tanky champions? Making Grasp scale off of bonus health would essentially mean you don't have a Keystone mastery for a good portion of the early game. And the only way to compensate for that would be to give Grasp such obscene scaling that bruisers and tanks who already deal decent damage would deal absolutely obscene damage, and champion builds like Tank Ekko would be that much more effective.

It might be low as a result of the nerf on PBE- which, by the way, we have no indication will actually make it to Live- but it's certainly more preferable than bruisers chunking in lategame and taking said chunk of health for themselves. Seriously, imagine that on Nasus or something.

its still ridiculous. why the hell buff fervor again?

the mastery is aguably already op. especially thanks to phantom hits. 112 damage per attack lategame, possibly twice vs. 120 damage every 4 seconds on grasp.

what the hell are they trying to do?

SkyblazeHydraX31 votes

They didn't buff it. They just made it so that landing your spells rewards you exactly as much as auto-attacking does. Only one stack per ability, but no cooldown between gaining stacks from landing those abilities. It's really not much of a buff at all.

SaltyKracka1 votes

Kayle.

SkyblazeHydraX31 votes

1 champion out of the some-130 champions out there. What about the others that use Fervor of Battle?

FACE THE WlND2 votes

Actually Fervor of Battle was and still is the correct keystone for Yasuo top.

SkyblazeHydraX31 votes

Tell that to all the people who I've seen take Grasp on Yasuo and ultimately dominate with it.

Julanus1 votes

Actually, as a 1.25% heal, Grasp of the Undying heals 50 per 4000 Health. If ranged (0.625% heal), it's 25 per 4000 Health if you're ranged.

In a period of 60 seconds, assuming you land every single Grasp proc the exact moment it goes off cooldown, that's...

4000 Maximum Health Melee: 4000 x 1.25% = 50 x 15 = 750 Health healed over 60 seconds Ranged: 4000 x 0.625% = 25 x 15 = 375 Health healed over 60 seconds

Let's say you're a squishy champion, however. So.. 1500 Health sounds good.

1500 Maximum Health Melee: 1500 x 1.25% = 18.75 x 15 = 281.25 Health healed over 60 seconds Ranged: 1500 x 0.625% = 9.375 x 15 = 140.625 Health healed over 60 seconds

Something tells me Grasp of the Undying, in its current state, is not going to be able to be fixed with nerfs alone. Nerf it too much, and it becomes useless by both the intended users and the abuse cases.

Though to be honest, I'm not entirely sure which champions are actually intended to use it at this point. It appears to be a tank/bruiser mastery at a glance, but in practice, it seems like it's useful for most anyone.

Critmaster Garen1 votes

{quoted}

Actually, as a 1.25% heal, Grasp of the Undying heals 50 per 4000 Health. If ranged (0.625% heal), it's 25 per 4000 Health if you're ranged.

In a period of 60 seconds, assuming you land every single Grasp proc the exact moment it goes off cooldown, that's...

4000 Maximum Health Melee: 4000 x 1.25% = 50 x 15 = 750 Health healed over 60 seconds Ranged: 4000 x 0.625% = 25 x 15 = 375 Health healed over 60 seconds

Let's say you're a squishy champion, however. So.. 1500 Health sounds good.

1500 Maximum Health Melee: 1500 x 1.25% = 18.75 x 15 = 281.25 Health healed over 60 seconds Ranged: 1500 x 0.625% = 9.375 x 15 = 140.625 Health healed over 60 seconds

Something tells me Grasp of the Undying, in its current state, is not going to be able to be fixed with nerfs alone. Nerf it too much, and it becomes useless by both the intended users and the abuse cases.

Though to be honest, I'm not entirely sure which champions are actually intended to use it at this point. Seems like a tank/bruiser mastery at a glance, but in practice, it seems like it's useful for most anyone.

youre correct. i miscalculated. well. that makes it even slightly worse.

mid to lategame when you actually get 4000 health, youre probably not going to get every single proc over 60 seconds duration, since fights simply dont last that long.

you might get 250 health over a 20 second fight. and a 20 second fight with every single proc is incredibly generous. it will usually be less.

More from Gameplay

More by Critmaster Garen