GP's rework needs a rework

Shosuko·8/8/2015, 4:38:29 AM·4 votes·1,179 views

I don't know why people aren't mentioning it, maybe no one plays GP? Maybe they just loved the event? Maybe everyone tried him for like 1 day before he was disabled again and called it good?

What GP lost from his rework

  • ms steroid - needed for chasing ppl down.
  • ad steroid - needed for being a melee carry.

What GP gained?

  • A clunky aoe damage ability with everything put into it, but nearly impossible to use realistically.
  • A clunky ult upgrade that comes in too late for an ult that has never been that scary.

So now we have a GP who can't get to his target, and damage his target, and has to time when he can last his his barrel vs anyone else touching it...

I'm really disappointing with this in play. It sure sounded cool on the release, but as I play it I feel completely unable to actually utilize the barrels. Early game they take sooo looong to set, who knows if the minion wave will be ready to kill? The timing is telegraphed to your troll lane opponent who would surely deny you. Even if you parrrley it, you've now used 2 abilities to perform a single aoe attack.

GP used to be the deny plank, now it's denied plank...

I'm assuming we're stuck keeping these barrels so here is my recommendation to fix this crap.

1 - Barrels - Get rid of the timing mechanic, this doesn't bring anything good to GP, as everything it brings to him it brings to his opponents. GP has ZERO advantage in using this ability. Give them 3 hits to disable, let GP blow them with any attack. Much simpler, actually useful. 2 - Put the raise moral bonus (at least the speed part) in a place he can actually use it. Maybe when the barrel blows, or when parrrley kills a unit, idk, but NON ULT. A movement speed bonus is something GP needs to engage. He has no other way to close the gap. This is an essential part of any melee champ.

If you look at what made GP unique before it was 2 things. Oranges, and crits.

My 3rd recommendation is make it so that the barrel always crits. This is something I think is vital as it establishes the crit identity with the champ who is known as Critplank. This also makes his damage relevant in a team fight as his crit potential could actually be good. Crits fit thematically as the barrel is exploding his auto attack. In trade - get rid of the armor pen. This is a very unneeded type of strength for GP, and doesn't fit with the barrel theme.

14 Comments

Yordle Xayah8/8/2015, 4:43:51 AM3 votes

People will come now and tell you how GP is awesome. Then the champion will proceed to be eaten alive by a true Top Laner such as Gnar and never to be played competitively because he's just not good, no matter how much people or Riot try to sugar it.

Lynxonyx8/8/2015, 4:54:14 AM3 votes

He is really strong at the moment, stronger than he was by far. He was a non-factor before, and now he is dangerous.

Made in Zaun8/8/2015, 4:48:30 AM1 votes

I don't think that this GP is going to be seen competitively, as is the nature of most damage-focused champs.

However, I disagree with your points about his rework, he might have lost the AD steroid but he still has 2 (effectively 3) movement speed buffs and does a lot more damage overall. While his barrels can be pretty easily taken down by some people, there are a variety of different "formations" that you can use based on how aware your lane opponent is, like placing one on top of you, in a bush, out of reach of them, and then using the chain mechanic to get them. It is insanely rewarding, they typically do around ~1500 damage late game and either one shot or remove from the fight most carries. And if all else fails, you can just hit them with your Q directly and use your passive to trade.

I agree with the ult though, the upgrades really don't do much.

Tworie8/8/2015, 10:20:02 AM1 votes

I've played Gangplank's rework and at first I thought he was bad, but now I realize I can chunk like 80% of an ADC's HP if I place a barrel behind me, wait for it to tick to 1hp, then place another barrel juuuuuuust outside of the 1st barrel's range and while they're trying to hit the 2nd barrel 3 times, I set off the 1st barrel causing a chain reaction that sets the 2nd barrel off and I do a lot of damage since the barrels can proc crits and ignore a percent of defense stats.

Gangplank's E before the rework was sooooo useless like omg bruhhhhhhhhhhhhhhhhhhhhh dat 30AD thoooo y'know

Shénzhì8/8/2015, 10:24:17 AM1 votes

I think he's fine and very powerful right now. The barrels are his high-damaging, crowd-controlling and mage-like area of effect ability. They're very powerful. Those barrels can even be placed behind enemies. They panic when this happens especially when they're going to be ganked.

Like with Shaco's enemy team who need vision wards against Shaco, Gangplank's enemy needs to be able to lane-control and counter-push with themselves or Zz'Rot Portal / Banner of Command. Gangplank's pushing capability is really damn powerful.


{quoted}

This is a balance suggestion. A very tiny, itty-bitty grace period for counter-play. Gangplank will still play the same as he does now.

The way Powder Keg [E] works (currently):

  1. Place one Powder Keg.
  2. Place another when first is ready to explode.
  • (Next to each other)
  1. Immediately shoot the first one (1 HP): other Powder Kegs set to explode.

At 3. it happens too quickly and gives Gangplank his incredible presence anywhere. After just a few games I can clearly see how it's effecting enemy's morale making them strongly defensive knowing Gangplank is going to flash-bomb his Powder Kegs. It's just so troll...

The way Powder Keg [E] ought to work (idea):

  1. Place one Powder Keg.
  2. Place another when first is ready to explode.
  • (Next to each other)
  1. Immediately shoot the first one (1 HP): other Powder Kegs set to explode.
  • All new Powder Kegs set but must wait until they reach 2 HP.
  • (Sudden Powder Kegs, chained-link and set to explode play short visual animation: a fuse wire)

"set but must wait until they reach 2 HP" - A grace period for counter-play. "set but must wait until they reach 2 HP" - A grace period for counter-play.

At any part of the game including early-game, the enemy of Gangplank still must flee as before. Except this time they are given the thinking capacity to react from taking damage. They will have no choice but to flee (just like before): the sudden chain-linked keg is already set to explode (but must wait until 2 HP).

Lost R8/8/2015, 9:28:07 PM1 votes

You know he can move faster than before now? His barrels proc his passive, even if he shoots them with his Q. In the mid to late game, he can move pretty damn fast for escapes and pursuits.