An small issue with Gnar that can easily fix the champion

Cardbox frog·9/10/2014, 6:09:58 AM·8 votes·13,884 views

http://images.gameskinny.com/gameskinny/3afe491ebc964d8414cfe41ce633e711.jpg

I love Gnar because of how his transformation works. He is pretty unique, which is a wonderful attribute to have in a champion. In the past there used to be two camps (and only two camps) regarding transformation:

  • A. Short-fuse camp...

    Elise Nidalee Jayce These guys change forms almost as often as they auto attack. There is NOTHING special about them changing form since it can last less than 10 seconds. They don't fullfill the shape-shifter fantasy, instead they are a 6-skills champions with an "stance" limiter. Pretty much like the bastard children between Lee Sin and Sona/Udyr.

![LeeSin](https://ddragon.leagueoflegends.com/cdn/16.11.1/img/champion/LeeSin.png)- * Your will, my hands. ;)  *   

Udyr - *Without hesitation.. :D *Sona - *... *

  • B. Long-cooldown camp...

         ![Quinn](https://ddragon.leagueoflegends.com/cdn/16.11.1/img/champion/Quinn.png) ![Shyvana](https://ddragon.leagueoflegends.com/cdn/16.11.1/img/champion/Shyvana.png) 
    

Then you have the other side of the coin, these guys have their transformations on their ultimates, making them way TOO sporadic to help their themes. In a way, these don't feel any different than Alistar's, Mundo's, Singed's, Swain's, Nasus' or Renekton's ultimate, you just get dangerous for a couple of seconds in which the enemy should play differently.

Alistar DrMundo Nasus Swain Singed Renekton - Remember kids, winner don't do drugs... Unless it's an R steroid, you REALLY need those if you want to win, duh!

Gnar lives on a camp of his own, where his transformation happen sporadically but it plays a KEY ROLE on how to play him at all times. There is abysmal difference between these 3 camps, and I think our little Yordle is in the most interesting one. However, Gnar has been hated a lot by the LoL playerbase, and I think I know why...

From a game-play perspective, Gnar should be all about choices regarding his rage bar: knowing when to engage the enemy and when to retreat and planning ahead of time how much rage you will want in a couple of minutes to counter whatever the enemy throws at you or to play with your team...

Nowadays Gnar players are unable to do any planning at all.

You see, the main issue with Gnar is that his rage is charged by things you usually HAVE to do. Imagine there is a Dragon fight in 1:45 minutes, your rage bar is 1/2 full and the enemy is pushing hard, what can you do? Simply stopping the push forces you to waste your mega form. Not stopping the push makes you loose farm and possibly a tower. No matter the outcome, Gnar will end up loosing something.

And here is the thing: while Gnar players should have no direct control over Gnar's transformation, they should have some sort of indirect control that helps them accomplish multiple things at once IF they planned ahead of time. Some mechanic that allows them to meddle with the rage bar. In other words, some way to significantly reduce Gnar rage during his mini-state.

When Gnar stays out of combat for <x> seconds **WITHOUT MOVING ** his rage should start decaying at a quicker rate than usual. Not quick enough that you can deplete your whole bar by simply standing idle every few minutes, but fast enough that a good Gnar player can have the right amount of rage at the right time. In my previous example, Gnar could try to first slow the push by killing the cannion and caster minions, wait 30 seconds, and then (and just then) kill the melee minions. That way, he would have defended his turret to a certain degree while still being able to use teleport/mega-Gnar/R for a dragon fight.

This of course would require additional tunning. Since Mega-Gnar would be less likely to screw your lane maybe his jump would require a longer cooldown and the boost of move-speed from hyper could be lower. However, I think this could easily take the small yordle into the right direction.

Disclaimer: I have no idea how Lee Sin was able to wink.... I guess it will always be a mystery.

5 Comments

Zarkkast9/10/2014, 2:17:31 PM3 votes

How about making it so that you need to deal 3 subsequent attacks to minions before you gain rage, but leaving it as it is for hitting champions and big jungle monsters?

Maybe that would make him too weak. Would probably need to augment his armor and mres in mini-form for this.

LittleBlast9/11/2014, 1:49:05 AM2 votes

I say change his W to a toggle ability, something similar to aatrox w. What this would do, is, you keep the 3rd hit dmg, but in 1 form you deal less dmg but loose rage, and in the other its like gnar atm. Not sure how this would be, but a thing to consider nontheless.

Rejkur9/11/2014, 3:54:49 PM1 votes

I just have to post here and say i agree 100% that Gnar needs some mechanic to decrease his rage other than to go be ward-teemo-wannabe for a minute to deplete some rage. I'd like to hear some of Rito's thoughts though, maybe this is just "working as intended" (Wargaming©)

I do like most of the ideas already posted, especially the one interacting with movement since it makes sense to stop and calm down, but the basic idea i think is to have a relatively high tradeoff or have it be be HARD to time right in order for it to work without being unbalanced.

XGNOPTicPhoenix10/21/2015, 6:09:31 PM1 votes

I think my favorite idea would be to make his 2 w in mini gnar have an active channeld ability that would reduce rage at an increased rate however would leave him vulnerable to damage. This would make it impossible to pop in a fight or while running to reduce rage in a panic because the enemy team would just burst mini gnar down.