New Gangplank E (Please read the tl;dr before you vote at least)

Onwodori··1 votes·354 views

tl;dr Anivia wall that Gangplank can double cast. Places a line of gunpowder with E and then presses again to detonate. Moving through the wall refreshes his passive. Enemies are slowed and take his passive's damage if they go through. Let's him zone control less and use his passive.

Hey there, Onwodori here.

So I made a forum yesterday asking what it was people didn't really like about GP and the answer basically boiled down to 'He is too safe in lane to scale hard, his barrels are annoying, his ultimate is too strong, the 40% armor ignore is too much.'

3 out of 4 of those problems can be solved by a new E ability, so that's what I'm going to pontificate upon!

My idea would be for Gangplank to get an ability that is basically an Anivia wall in terms of casting, size and radius that lays down a strip of gun powder. This gunpowder would explode into a wall of fire when he presses E a second time. If he doesn't press E soon enough, the gunpowder fades away. Anyways, when ignited, the gunpowder would burn for 3 seconds (It's a shorter duration and cooldown than most terrains due to the points I am to make)

Line In the Sand COST: 30 / 35 / 40 / 45 / 50 MANA COOLDOWN: 10 / 9 / 8 / 7 / 6

Gangplank skillfully tosses a flask of gunpowder, creating a line of powder. Within the next 2 seconds, Gangplank can activate 'Line In the Sand' a second time, causing it to erupt into a wall of fire. Allied units gain a small speed buff as they move through the flaming wall (5/10/15/20/25% movement speed) that falls off rapidly over 1 second. Gangplanks passive, Trial by Fire, is constantly refreshed whenever he moves through the wall. Enemies that move through the wall take Trial by Fires damage and additional magic damage (30% AP for 3 seconds) and are slowed by 40/50/60/70/80%. Minions and monsters take double damage.

This would:

Slow enemies by 40/50/60/70/80% when they move through Refresh his passive *every time he moves through the wall Constantly refresh his passive damage on enemies as they move through it

The idea behind this would be to give him a source of wave clear that is more in the vein of how Rumble wave clears, keep his passive a big part of his kit, take away the annoying zone control (To a degree - he gets a new sort of zone control with this, not nearly as large but stronger control in a specific, tight area) and remove that 40% armor ignore that everyone is salty about.

4 Comments

Ok sure but why3 votes

i enjoy the barrels

Calabok1 votes

So you want a nerf?

Sightless661 votes

Question before I criticize your idea: What's the purpose of the reactivation mechanic? It doesn't seem like you're encouraged to leave it there before activating it, and there really aren't a ton of gameplay implications. The low cooldown kind of works against the need of a reactivation as well. Why not just have it on a set delay? Seems like it would accomplish the same goal with less wasted mechanical input.

So I made a forum yesterday asking what it was people didn't really like about GP

You might want to ask a similar question about what people DO like about Gangplank. I have a feeling that "barrels" and things that rely on the barrels will be the major answer. The barrels are a really, really fun mechanic to utilize. We shouldn't be ditching them for something new unless it's REALLY cool, and this frankly doesn't sound like anywhere near as interesting of a mechanic.

Additionally, this leaves us without any reason for having the Q on his kit. It interacts with nothing and just turns into a source of targeted poke throughout the game. How boring is that? We reworked GP specifically to get away from that. It certainly isn't keeping any bankplank fantasies, because losing the barrel farming kills that off almost completely.

I also question the point of having the wall's damage be his passive damage when it also refreshes GP's passive. Seems like it could just have a normal base damage instead, so that GP is more rewarded for hitting people with his passive while they're in it, instead of having to feel bad that he's overlapping the passive with the E damage. That's just going to annoy the people playing him. No one likes being forced into wasting damage, and that is how people will feel about it.

Oh, and as a final point: I don't want to play GP as a tanky bruiser. I like being a squishy damage dealer. This removes a huge amount of ranged damage and heavily encourages sticking to people with the E, which will necessitate being a tanky bruiser. No chance I'm building damage on a low-mobility champion with refreshable true damage and 1 really shitty ranged poke. Not very appealing.

zlumpy1 votes

Slap a mana cost on barrel and call it a day.

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