GETTING LIFEGRIPPED IS AWFUL.
In the two months since release, maybe a quarter of the lifegrips I have gotten have been useful, saving me from hard CC or a misjudged engage. The rest of the time it either spoils a play, ruins my positioning, or just gets me killed directly by pulling me into enemy ults / abilities. For context, I play in plat/diamond in comp and regularly get a bunch of Ms/GMs in QP. Not T500, but reasonably proficient.
LIFEGRIP FEELS AND OPERATES LIKE AN ENEMY ABILITY.
A direct and dramatic removal/frustration of the playerâs agency, very often with negative consequences can only feel like an antagonistic (enemy) action. Worse, we are left with no recourse to reject/cancel bad lifegrips which now must be tracked / avoided like an enemy ability if the Lifeweaver is inept or trolling, which we have no means of differentiating.
EVEN WHEN USED WELL, LIFEGRIP IS STILL A BAD ABILITY.
Even if the majority of lifegrips were well intentioned, backline characters do not have the situational awareness to be making positioning decisions for other people. You cant see what I can see, you cant see where or how threatening the enemy characters are, you dont know what survivability cooldowns I have left.
MAKING THE NUMBERS BIGGER DOES NOT HELP.
Sure, you can probably increase Lifeweaverâs winrate giving him moiraâs healing & bastionâs damage but these buffs represent a misunderstanding of what makes him (generally) a detriment to his team. Lifeweaver loses games because of the tactical & positioning errors he forces on his teammates and not because he doesnt right click hard enough.
TL;DR
Life grip in itâs current state is an inherently antagonistic ability and no amount of buffs to Lifeweaverâs healing/damage short of absurdity will increase his winrate while his core ability serves largely to throw fights (and matches by extension) by ruining his teammatesâ positioning and plays.