I had near back-to-back morales games earlier this week. Both took similar builds with an emphasis on grenade, but one was on the winning side, the other on the losing, and others who could watch the game would likely agree grenade build wasn’t a deciding factor.
On the one that lost, I could count instances where the grenade spam knocked enemy heroes out of deathwing’s and mephisto’s aoe, but they didn’t knock anyone out of a root or stun, so while meph cdr is hard to tell on the fly if those kits were make/break moments for chaining another attack, 1 case was a distinct moment of saving an enemy as they were knocked away from something that was going to kill them. Yea, that moment didn’t make/break the game and the saved hero was on the retreating side anyway, so it’s just another nuisance than ‘trap pick’.
Play and build wise, the choice of grenades is that it’s a fairly safe way to contribute damage while also padding shields. It simple gives players something to do while playing a hero with limited contributions.
On the game I was playing with a medic, I was malf and while some of the grenades knocked them out of root/cc combos could have lead to kills, since aram can be constant combat, it arguably could be observed that sometimes letting enemies get away can be better than killing them, and those didn’t cost the game, but it is a similar instance of what I dislike about the talent choices: it tends to encourage mindless spam.
In watching the replays, the medic that lost their game had only 1 case I observed where running ‘oom’ cost them a fight, and it wouldn’t have been a game-breaking one, with the arguably more deciding factor for medic being that they took shield-range instead of beam range and end game battles ending up zoning them out from being able to heal their greymane, so they lost that battle and map momentum. That’s not something grenade quest/build was going to change.
In a myriad of games people could also put to scrutiny in the replay, it’s likely that cases of knockback or reduced energy recovery don’t define or lose the game, and in many cases of victory, it likely doesn’t determine the game as the usual factors for medic are going to be based on other things, and less so the knockback.
So the particular talents, in isolation, are likely more successful as a factor of ‘luck’ where any other picks could have been in games that were won. It’s not directly a case of ‘denying’ the stats, it’s the observation that how aram games are won or lost is generally not in the hands of medic and some players just want something to offset some of the tedium of being ‘forced’ to heal, so they may as well toss grenades and shoot for dings