06-01-2020, 01:12 AM
(This post was last modified: 06-01-2020, 01:19 AM by Peep 'Puff' Topia.)
The problem with Metal is that effortless, free combo damage is kinda insane.
Grasp roots you.
You're now guaranteed to be stun for 2s~, prenerf it was 3s~. You will now take a lot of damage. You can do nothing to this beyond 'don't be in 9 tiles or have an invuln.'
That window allowed comedic damage to come out for really no counterplay. Sure, you could shield, but not everyone has a shield. You could be crystal, but not everyone is crystal. You could invuln, but you better be quick on that invuln before the spells start.
The problem with Metal never was it's damage, but it's trivial ease of use and how you could just combo everything into grasping chains.
I'm going to be honest, it isn't even about Iron Grasp either.
You can get the exact same utility and combo utility, barring some token damage, by going sand. Grasping Chains was always the problem because it was a long, reliable, easily set up stun that allowed you to get so much off during it.
Grasp roots you.
You're now guaranteed to be stun for 2s~, prenerf it was 3s~. You will now take a lot of damage. You can do nothing to this beyond 'don't be in 9 tiles or have an invuln.'
That window allowed comedic damage to come out for really no counterplay. Sure, you could shield, but not everyone has a shield. You could be crystal, but not everyone is crystal. You could invuln, but you better be quick on that invuln before the spells start.
The problem with Metal never was it's damage, but it's trivial ease of use and how you could just combo everything into grasping chains.
I'm going to be honest, it isn't even about Iron Grasp either.
You can get the exact same utility and combo utility, barring some token damage, by going sand. Grasping Chains was always the problem because it was a long, reliable, easily set up stun that allowed you to get so much off during it.