How do we tone down Gnar? Lower his base damage, slightly buff his ratios

darkdill··5 votes·824 views

The problem Gnar has right now is that his base damage is too strong. He can build pure tank and still dish out TONS OF DAMAGE, while also wrecking teams with crowd controls as Mega Gnar. The magic %-max health damage from Hyper doesn't help either; it makes building defenses confusing against Gnar, and almost generates an "Irelia problem" on him.

If there's any change that SHOULD be made to Gnar, I suggest that it be nerfing his base damage considerably, but buffing his ratios a bit. What does this do? Force him to choose between damage and toughness, and not get both at super-high levels. If this is done, you can go pure-tank Gnar, but you won't even scratch a Sona. If you want damage output late-game, you gotta give up some of that toughness and get a BoRK or some other damage item.

I expect you guys to downvote this, but THINK ABOUT IT FOR A SECOND, please and thank you.

13 Comments

Bottt4 votes

His W passive is probably the strongest percent health in the game.

doubleguac4 votes

As someone who has been playing Gnar a LOT recently, and who really enjoys him, I have to admit that he's probably slightly overtuned at the moment. That being said, I think there are easier places to nerf him than his damage. Gnar's kit is overloaded with a lot of unnecessary stuff. Before touching his damage, I think Riot should try to reduce some of his blatantly unnecessary forms of power and see how it turns out.

A few examples:

-Hyperactive does magic damage. You mention this in your post. It should probably be changed to physical. At the moment, it's by far his largest source of sustained single target damage. In lane, if you build armor, he is going to tear apart your health bar in Mini form, and if you build magic resist he is going to burst you in mega form.

-his Q has an absurdly high max range. Mini gnar is supposed to be high risk/high reward, but once he's level 9, he can spam this thing pretty much non stop from halfway across the lane at no cost to himself. Reducing the range would force Mini Gnar to put himself at more risk to poke while in lane, and it would also make slightly less difficult to catch.

-hop is the biggest offender, in my opinion. Hop is an disengage/initiation tool, pure and simple. It has a relatively low range normally, and a high range if you hop off of something. That's plenty of power already, but for some reason Riot decided that hopping off enemies would deal damage, slow the target, apply a hyperactivity stack, and grant him an attack speed boost upon landing. All of this is totally unnecessary; removing it wouldn't effect the abilities core functionality at all, but it ultimately would shave off an easy-to-underestimate amount of excess power.

-Gnar immediately gains the move speed boost of hyperactive upon coming out of mega gnar. In my opinion, he should not. Playing Gnar well should be all about effectively managing your rage bar. If you aren't paying attention, and end up transforming back into mini gnar in the middle of an enemy team, you should get punished for it. The instant move speed boost mitigates a vulnerability that Gnar should be avoiding on his own through smart play.

Dominick Destine2 votes

Make mini gnar way squishier.

Make mega gnar way slower.

Balanced

darkdill1 votes

That would just make playing him feel kinda unfun. You'd have reliability problems building up Rage, and as Mega Gnar you'd be easier to dodge than a Sion.

Dominick Destine2 votes

That would just make playing him feel kinda unfun.

"Fun" is not a valid argument when discussing balance.

Dunderflump4 votes

That would just make playing him feel kinda unfun.

"Fun" is not a valid argument when discussing balance.

Actually it is. You could design an ability that deals 100% hp true damage on a 20 min CD and it would technically be balanced.

Dominick Destine1 votes

Actually it is. You could design an ability that deals 100% hp true damage on a 20 min CD and it would technically be balanced.

Actually "no" you could not design that ability as it would be blatantly overpowered... the ability to instantly kill any character during key fights would easily be the most powerful ability in the game.

Bharhash2 votes

Gnar's pretty balanced as is. He does well against some champs and horrid against others.

Early on Gnar can't rapidly build rage, so he's vulnerable to all-in champs. Shut him down early and he'll never be a problem.

darkdill1 votes

Problem: Dive Gnar, get jungle-ganked. And you won't catch him if he hops away.

Raptamei2 votes

NERF EVERYONE

MAKE EVERY CHAMPION THAT IS EVEN SLIGHTLY STRONG AT ANYTHING COMPLETELY USELESS

Kat Head2 votes

The perma slow, take it away. I have no other complaints.

Drukyul1 votes

I like the OP's idea. Gnar would be a bit less powerful with just BotRK/Triforce.

Not completely sure the scaling compensation is actually necessary though.

Bharhash1 votes

-hop is the biggest offender, in my opinion. Hop is an disengage/initiation tool, pure and simple. It has a relatively low range normally, and a high range if you hop off of something. That's plenty of power already, but for some reason Riot decided that hopping off enemies would deal damage, slow the target, apply a hyperactivity stack, and grant him an attack speed boost upon landing. All of this is totally unnecessary; removing it wouldn't effect the abilities core functionality at all, but it ultimately would shave off an easy-to-underestimate amount of excess power.

I have to admit, until I read this I never thought of how much is bundled into his hop, but when you list it all out like this... holy shit. This is an easy place to nerf some of his power.

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