Reworking the Saltwater Scourge
This guy. This guy is cool, but doesn't get played as much as he could be. I want to see what all of your ideas are on how we could fit our favorite orange-eating buccaneer back into the modern game.
Here's my thoughts:
Gangplank is fairly unique among champs because he is able to fill almost any role. He has a very strong laning phase that allows him to bully weaker opponents or farm defensively against difficult matchups. His abilities are generally very useful and versatile throughout the game. So what are his weaknesses?
I see that he fares very poorly against high mobility champs. His only form of CC is a stacking slow from his passive (21% max) and eventually an area slow from his R (25%). A lot of champs nowadays are relatively unaffected by slows because of dashes.
His early game sustained damage is incredible, but dies out as soon as the enemy hits level two. As much as I love that stacking dot on his passive, it is rendered almost totally obsolete by even miniscule amounts of MR (and yes, I have built full Magic Pen before and it isn't anything noteworthy).
As one of the few remaining global ults in the game, his cannon barrage doesn't have the impact it should. Most enemies will escape from the area before taking two hits from it, and a 25% slow doesn't do much to contribute to battles across the map or teamfights.
My proposed changes: (Note: when I say 'no change', that doesn't mean the AP/AD ratios or other numbers can't be tweaked. It just means the ability will remain basically the same)
New Passive: Drunken Sailor Gangplank's basic attacks and Parrrley apply a debuff that slows Movement Speed and reduces the distance of enemy dashes and leaps by 7%. Lasts 3 seconds and stacks up to 3 times. (The poison damage has been removed, but now the grog inebriates targets to the point that it interferes with all forms of their movement. This passive could also just keep the same name as the old one--I only changed it to avoid confusion.)
Q: Parrrley
No change
(This ability is in pretty good shape at the moment. The only potential change I could see happen is a toggle between melee and ranged modes (think
or
weapon switches).
W: Remove Scurvy The cast time (currently about .5 seconds) has been removed and the amount of the base heal reduced to balance it out. (Also an iconic Gangplank ability. It's in a great spot at the moment. I feel like the proposed changes will switch the focus from the healing done to the more unique Cleanse effect and help make its use more strategic).
New E: Captain's Orders Gangplank charges forward, dealing X physical damage to an enemy and inspiring allies in the immediate vicinity, increasing their Attack Speed and Movement Speed by Y. (This one might be a little more controversial, but I think GP needs a gapcloser that can't easily be used as a retreat to help him do better at initiation and chasing. The change from damage to attack speed will hopefully make the buff more relevant in team fights).
R: Cannon Barrage The first time a unit is damaged by Cannon Barrage, it is stunned for X seconds. Cannonballs now apply stacks of Drunken Sailor. (This is to make it harder to escape from the barrage. The ability's cooldown will probably have to be increased to allow for the additional power. Also the stun shouldn't last any longer than .5 seconds in my opinion).
Well? Let me know what you think. If anyone has different ideas or suggestions, please post them below. Thanks for reading!