Ideas on how to really balance Gankplank.
So recently i just read tidal tyrant's discussion on Gankplank's current state and i just want to throw my two cents at the topic.
I feel like Gankplank in the current meta is rather weak, he can't do anything but build full damage to compensate for his weakness.
Imagine sona for example, pretty weak without too much damage but becomes a monster with a full AP build. This is the same case with Gangplank, he is rather weak in the damage department without building damage items. Tank makes him almost useless bruiser still seems slightly weak and full damage is the shiz.
I feel like what makes him strong (also stated by tidal tyrant) is his Parrrley's passive and the badit mastery. It's the sole reason that even allows him to be a problem in the first place. But just like many people have said, it's very difficult to remove this aspect about Gankplank without ruining his theme.
My suggestion is to change Gankplank's parrrley to the following:
-Cooldown increased to 10 seconds from 5 seconds, (new passive) units killed (barrels and pets included) will reduce the cooldown by 2.5 seconds, up to a maximum of 5 seconds refunded. However it can't be reduced below 2.5 seconds (Since 45% cooldown and 5 seconds refunded equals a .5 cooldown Parrrley. :p )
-Bonus gold gained changed to 3/4/4/5/5 from 2/3/4/5/6
The gold increase early game will want gankplank players to focus farming up early, it will also encourage the player to level up barrels along with parrrley or even before parrrley (reasons stated further below) due to the gold gained to not increase steadily as it is currently and max rank you start to lose income.
This change also can makes a Gankplank player to consider what is better, harass for the badit mastery proc or farming. This also encourage Gankplank players to harass with barrels due to it guarantee at least a 2.5 seconds refund, even better when he gets a creep while doing that.
Now this doesn't affect his teamfighting too much since chaining a two or three barrel combo will still reduce his Parrrley cooldown down to 5 seconds. This change should mostly affect laning phase.
My second idea is to change his Powder Keg to the following:
Cooldown reduced to 14/13/12/11/10 from 18/16/14/12/10
Damage changed to: 45/80/115/150/185 from 60/90/120/150/180
This change will nerf his early game damage while putting out more consistent barrels to help with his Parrrley cooldown, it is meant so he can scale up a little better by maxing out Powder Keg first. This encourages the player to max this first for more damage and contains the gold income issue Gankplank always seems to have.
I feel like this is a good trade-off for gankplank, it balances him slightly better and controls his unstoppable income growth.
But anyways, it's my two cents :P