Gangplanks early game is not what needs buffing... its his scaling

HellionX2·3/5/2019, 6:18:32 PM·5 votes·1,562 views
Screenshot

In the photo you can see his win rate steadily drops as the game goes on, gangplank is supposed to be a scaling champ and this chart should do the opposite. This shows that the only way to really win on gp is winning lane hard and ending the game with a huge gold lead that you built before other champs can catch up in items. Expecting gp to win lane as a win condition is thematically wrong. His late game needs buffs not his early game. HIs late game barrel damage and penetration need buffing as well as his ability to q farm needs to be brought back. He has been bombarded with nerfs over the last 3 seasons for various runes making him strong, TLd, klepto, and excelling in tank metas. This is not a tank meta and bruisers are easily out scaling him. lets try giving some damage to his late game barrel and some mana refund on q, not full mana refund maybe half.

Id also like to note: the new shutdown system penalizes gangplank just for having his kit, he builds quicker than others then gives it right back if he gets killed due to his shutdown growing too big just from utilizing his passive. It's a little unfair to be punished just for having his passive in my opinion.

8 Comments

Anime Fizz3/5/2019, 6:48:39 PM3 votes

While GP can proc melee grasp with his Q he cannot be buffed in any shape or form.

Alzon3/5/2019, 6:54:08 PM1 votes

Yes, but does his primary build include crit? If the answer is “no,” then that’s why his late game winrate is so terrible. Crit may be much weaker early-mid, but it pops off super hard later.

MLDzXnRRR3/5/2019, 8:24:19 PM1 votes

Idk, getting Q spammed as a melee is very annoying. GP doesn't need damage buffs. Maybe make him tankier - soon after the rework his base stats got gutted (the same thing also happened to Fiora)

Yago3/6/2019, 1:16:34 AM1 votes

[{quoted}](name=RIP Gangplank,realm=NA,application-id=3ErqAdtq,discussion-id=BV1H0tHB,comment-id=,timestamp=2019-03-05T18:18:32.907+0000)

In the photo you can see his win rate steadily drops as the game goes on, gangplank is supposed to be a scaling champ and this chart should do the opposite. This shows that the only way to really win on gp is winning lane hard and ending the game with a huge gold lead that you built before other champs can catch up in items. Expecting gp to win lane as a win condition is thematically wrong. His late game needs buffs not his early game. HIs late game barrel damage and penetration need buffing as well as his ability to q farm needs to be brought back. He has been bombarded with nerfs over the last 3 seasons for various runes making him strong, TLd, klepto, and excelling in tank metas. This is not a tank meta and bruisers are easily out scaling him. lets try giving some damage to his late game barrel and some mana refund on q, not full mana refund maybe half.

Id also like to note: the new shutdown system penalizes gangplank just for having his kit, he builds quicker than others then gives it right back if he gets killed due to his shutdown growing too big just from utilizing his passive. It's a little unfair to be punished just for having his passive in my opinion.

**What they need to do is increase the barrel duration and restore them granting vision. **

The maximum number of barrels he can have out at one time with 45% CDR and Rank 5 Powder Keg is 7 if he starts with 3 charges and places those immediately and then place one every time he can. (He'll drop down to 4 barrels almost immediately after.)

That's highly impractical, though, as GP has to keep at least 2 on him so that he can triple barrel on the spot. Because of that, the maximum amount he can have out on the field is, effectively, 6. And he only has three seconds until he drops down to 5. So, more realistically...he's got a maximum of 5 barrels to work with.

Due to the mechanics of Powder Keg, he literally cannot land a barrel combo without connecting at least 2 (aside from the phantom barrel technique, which requires VERY precise spacing AND vision control, AND puts him within the threat range of many champions).

This means that the only locations GP can possibly combo from are directly within his vicinity, from the 2 going on 3 charges he always holds, and then up to two other unknown locations. There's only so many places he can put barrels, anyways, since no one is going to let him keep barrels set up out in the open.

So he has to hope the enemy team is actually going to walk near one of those two locations within 10 to 20 seconds...Except he doesn't always know where they have wards, and they won't go anywhere near it if they can see it. And even if someone does walk in range for him to land his combo, he doesn't know unless HE has wards there.

AND those two locations are typically a few seconds away from each other.

AND he might get zoned away from them.

AND if he tries to set up another set after one expires he can't triple barrel for at least 5.5 seconds.

AND that's assuming he has the chance to set up in the first place.

AND that means he can't be using it for waveclear.

AND that's assuming they can't just click on one the second he places it.

8.4 pretty much removed the only thing he can do.