Gangplank Rework: Final Draft

Remlap1223··2 votes·1,054 views

Passive: Pirate's Plunder

Gangplank earns 3 bonus gold on killing minions and small monsters, 6 on large monsters, and 15 on champions, epic monsters, and structures. This bonus is doubled if he kills them with Parrley.

Q: Parrrley RANGE: 625 COST: 42 / 49 / 56 / 63 / 70 MANA COOLDOWN: 9 / 8 / 7 / 6 / 5

Passive: Gangplank's critical strike damage is increased by 1% per 1% of his target's missing health. (Infinity Edge is additive, and will not stack with this passive.)

Active: Gangplank's next basic attack becomes ranged and is guaranteed to critically strike. The attack deals 110% / 120% / 130% / 140% / 150% of his AD (+ 22 / 24 / 26 / 28 / 30% AP) as physical damage, and earns bonus crit damage from his passive. Kills with Parrrley will earn twice the bonus gold and refunds the mana cost.

W: Remove Scurvy COST: 50 MANA COOLDOWN: 30 / 28 / 26 / 24 / 22

Passive: Gangplank generates stacks of scurvy whenever he is damaged by large monsters or champions. Each stack of scurvy will increase the effectiveness of the heal by 5% and reduces the cooldown of Remove Scurvy by one second. Maximum of 20 stacks.

ACTIVE: Gangplank eats oranges and becomes k, instantly removing all crowd control effects and healing himself between 50 / 100 / 150 / 200 / 250 (+0.5% bonus health)(+1% AP)and 100 / 200 / 300 / 400 / 500 (+ 10% bonus health)(+ 20% AP) depending on the amount of scurvy stacks. Scurvy stacks will reset after this ability is cast.

E: Hit the deck! RANGE: 100% Gangplank MS RADIUS: 550 COST: 70 / 85 / 100 / 115 / 130 MANA COOLDOWN: 38 / 36 / 34 / 32 / 30

ACTIVE: After a 0.5 second channel time, Gangplank rappels up to the crow's nest of his ship and disappears from the map for up to 2 seconds while revealing an 1100 radius area on the map. During this time, if Gangplank clicks and drags to an area, he will swing down and dropkick all nearby units in his path and knock them his movement speed in distance the direction he cast the ability (can only knockback one champion, any others in his path will be knocked aside). Gangplank cannot dash through walls after he chooses a target area. If Gangplank hits an enemy, he will deal 20 / 45 / 70 / 95 / 120 (+ 100% Bonus AD)(40% AP) physical damage. If he kicks an enemy into a wall, the ability will critically strike and stun them for 1.5 seconds. If a friendly champion clicks the starting area where Gangplank swings down, he will carry them the distance. If Gangplank does not choose an area within 2 seconds, he will jump down to his initial location, and 50% of the mana cost is refunded.

R: Cannon Barrage RANGE: Global COST: 100 MANA COOLDOWN: 120 / 100 / 80

ACTIVE: Gangplank marks a target 600-radius area and signals his ship to fire a cannonball barrage upon it . After 1 second of global audible cannon fire, the area is bombarded for 7 seconds, dealing 80 / 140 / 200 (+ 30% AP) magic damage every second; granting vision of the area; and slowing enemies inside it by 35% / 45% / 55%.

7 Comments

Ultra Animal2 votes

Is this your version or the actual rework??

Remlap12231 votes

This is my version of it. I've been wracking my brains trying to come up with a good thematic E for him. When Rito reveals what they're actually doing to him, I'll be one of the first to make a thread about it, since I main GP an all.

64931067_DEL2 votes

Passive: OP version of TF's. Q: OP version of any %HP skill. W: OP version of Taric's Q. E: Small version (still OP) of Vi's Ult+Quinn's W+Poppy's E R: OP version of himself ult.

When thinking about some rework, you should consider the balance in the game first. An OP champion means a nerf-until-unplayable champion. Or simply will never be approved.

Ultra Animal2 votes

[{quoted}](name=Melody of Mew,realm=NA,application-id=3ErqAdtq,discussion-id=HHo0OxoU,comment-id=0001,timestamp=2015-05-08T06:10:31.971+0000)

Passive: OP version of TF's. Q: OP version of any %HP skill. W: OP version of Taric's Q. E: Small version (still OP) of Vi's Ult+Quinn's W+Poppy's E R: OP version of himself ult.

When thinking about some rework, you should consider the balance in the game first. An OP champion means a nerf-until-unplayable champion. Or simply will never be approved.

^

Remlap12231 votes

Passive: OP version of TF's.

How exactly is that more OP? TF has waveclear, and he's more likely to just earn 6 gold by random chance alone. The bonus on champions is basically a utility mastery.

OP version of any %HP skill.

Again, how is that OP? Critical strike executes is something already done by Pantheon, in fact, Pantheon has a 100% critical strike chance on huge damage scaling plus 140% of his bonus attack damage on his Q. His Q is actually heavily nerfed from his live version, because it doesn't have passive scaling, and the cooldown is twice as long at level 1. That shit doesn't even do % health damage, its increased crit damage based off of missing health, which means he crits for 250% of his AD if the opponent has 50% missing health, 300% if he has infinity edge.

If it's his Q that deals the damage, it will do only 160% at level 1, and 200% at level 5 of the skill. Gangplank has 59 AD at level 1. So a parrrley at level 1 against a target with 50% health deals almost 90 damage before armor reduction. That's not a huge amount of damage. At level 9 with no items, it deals 160 damage before armor reduction. Ok, but lets assume he rushed IE. So that's 250% of 160, which is 400 damage before armor reduction. Let's just say that he's facing a level 9 Pantheon in lane that's even with him, and assume that his passive isn't charged, so that GP's Q won't be blocked. And we'll just say that he forgot to buy items because he's a noob or in a custom game. Without items, and with the old scaling of Pantheon's armor per level, GP's Q will have done just under 270 damage to him. With current scaling, that number is even less. 270 damage on a champion that isn't particularly bulky early game outside of his passive, with no items, against a champion with one completed item that synergizes heavily with his kit.

I'm not particularly blown away by that, especially considering the fact that's under the assumption that Pantheon forgets to buy items, and never has his passive charged against GP.

OP version of Taric's Q.

Ok, now I know you have no idea what you're talking about. His new W is HEAVILY nerfed. the AP ratio has been cut down to a fifth at maximum stacks, the cooldown has been doubled, and the heal has been reduced to 2/3s of its original effectiveness at zero stacks. It doesn't start overtaking the skill until he hits max stacks, which is meant to reward Gangplank for getting in the fight instead of Qing all day. Also, GP's W doesn't heal another champion.

If I build Iceborn Gauntlet on GP with his W maxed now, he will heal for 420 (blaze it) health, assuming I don't put any AP on him. On his new kit, that will heal him for 250.6 health at zero stacks. At maximum stacks (20 hits from champions) it will heal him for a whopping 512 health. Not that much of a spike considering GP had to tank 20 hits of damage to get the heal that high. Best case scenario, GP has been saving his scurvy stacks for a long time, and when he gets into a fight, he heals for a crapton without having to tank a lot. Worst case scenario, he has to panic and use his heal at very low stacks, and have its effectiveness drop like Darius was ulting bitches.

Small version (still OP) of Vi's Ult+Quinn's W+Poppy's E

1, this ability is a skillshot, 2, doesn't have any elements of Vi's ult whatsoever, and 3, the vision radius is half of Quinn's W, with an added mana cost equal to Fizz's and Lux's E's, aka the most expensive abilities in the game. Not to mention this ability is on almost a 40 second cooldown, and does next to no damage at level 1.

OP version of himself ult.

Wow, I didn't know that a one second visual and audible warning, plus a one second delay was OP. And the damage, WOW, 5 / 15 / 25 increased damage, 10% increased scaling, and a 10 - 30% increased slow. Yeah, you're right, too OP. Better give him two knockups instead.

64931067_DEL2 votes
  1. TF has random 1-6, so average is 3/ everythings. Your GP has 3/cs, 6 on large monster (siege minions count, isnt it?), 15 /kills. So it definitely OP version, doesnt consider to wave-clear power.

  2. Panth, as you mentioned, only proc his 100% crit IF enemy has 15% or lower health. Your new Q critical EVERY time, and because of this, a 1% increase dmg by 1% enemy heath's loss is not OP? Or I get misunderstood, you want to describe it like Shaco's Q? Some maths here : Level 1 Q = 110% AD x 2 = 220% AD - compare to old 20 + 100% AD => gain 120% (72) AD - 20 dmg = 52 dmg, doesnt count any masteries/ runes. Level 5 Q = 150% AD x 2 = 300% AD - compare to old 120 + 100% AD => gain 200% (160) AD at level 9 - 120 = 52 dmg, without any runes/masteries/item. Rush IE : level 5 Q = 150% AD x 2 + 50% increase 250% (200) AD + 200%x80(160) (dont forget that your rework works on %, not fix number) - 120 = 240 dmg. I dont even count the shitty mana refunded if use it for farm CS, ok?

  3. Wtf is nerf? Old W: 80 / 150 / 220 / 290 / 360 (+100% AP - what is only work for some troll plank,ok?) and 22/21/20/19/18 sec cooldown. Your new - 50/100/150/200/250. Ok let's take 4 stack - its has 18 sec cd like the old one, and heal for 250x120% = 300, + 2% bonus health - just a very slightly lower. When it come to more stacks, it definitely better : 6 stack : Heal 320, cooldown 16; 8 stack : Heal 340, cooldown 14; 10 stack : Heal 360, cooldown 12. AND siege still count large monster, isnt it? I dont want to tell about some DOT will generate 20 stack after 5 secs, or Ignite will give 5 stack without doing anything.

  4. E : Ok, because it is a small version of many things, so you want to give it high cooldown and high mana cost. Literally nothing to say. (can only knockback one champion, any others in his path will be knocked aside) - Vi's detected. I just forgot that it also have a Thresh's kit inside, lol.

  5. Global skill, 600 Area, so any buff in slow and dmg is OP. 1 sec? So how about Zigg's ult? Pan's ult? Furthermore, they can use it as similar version of Pantheon's Ult, block and zone opponents. Its not a Veigar, which have short range casting, to be significant about 1 sec delay.

Btw, your rework never be reality, so I dont have to argue with you about how .... it is.

Remlap12231 votes

Ok, had to get to my computer to explain how just very, very, VERY wrong you are.

  1. No. Have you looked up TF's numbers? TF's gold isn't "random" from 1-6, he has a 1/3 chance to get 6 gold, and every other outcome is 2/15, making the average 4 gold, one higher than GP's. Also, no, minions are coded differently than monsters, and as such GP will only get 3 gold off of them, 6 if he kills them with Parrrley. If he's using his Q to kill minions instead of harassing you, you have a significant window of time to harass him, since he will be unable to poke you from 9-5 seconds. So if GP theoretically hits 100 cs within 10 minutes, he earns 300 bonus gold. If he theoretically hits his Q to successfully farm on every minion whenever it's off of cooldown, that number goes to about 500. TF does better most of the time, so not convinced.

  2. Yeah, that was kind of the point. Shaco already does this, and his modifier is 140 / 160 / 180 / 200 / 220%, 168 / 192 / 216 / 240 / 264% if he hits the target from behind (Shaco is an assassin, so it makes sense that he does a huge amount of crit damage). Shaco doesn't get a x2 modifier off of that, he'd be permabanned if that were the case, the listed crit damage is the actual crit damage (not taking IE into account.) I've already given you the numbers of the ideal scenarios, and how they do NOT impact the game as heavily as you believe.

  3. I didn't say that the heal was worse, I said that in order to get it better, you have to tank damage, which is kind of counter-intuitive when you're trying to stay alive. Also, when building Tankplank, I used to always run Iceborn Gauntlet because of the mana, armor, AP, and AOE damage and slow. Also, Spirit Visage is a must build on Gangplank whenever their team has any magic damage. So yeah, that old heal adds up quite a bit. With an increased cooldown when taking no damage, and a lesser heal when taking no damage, this ability is objectively worse in about 75% of scenarios you're going to be in. I'm not even taking into account how ignite applies grievous wounds, which instantly halves the effectiveness of the heal, and that's not OP by any stretch of the imagination, because any AP champion with any sense would build Morello's if they found a Aatrox DrMundo or Gangplank on the enemy team.

  4. Hence why it's on such a high cooldown. And a high mana cost. Also, you seem to be forgetting that GP has not only lost his passive attack damage and movespeed bonus, but his permaslow as well. GP has zero sticking power in this kit besides this ability, and on a 38 - 30 second cooldown, possibly 18 seconds if for whatever reason I go full CDR? For a skillshot form of hard CC that does next to no damage? Hell, if anything, I need to BUFF the damage on this ability.

  5. Once again, yes, that was the entire freaking point of giving A FREAKING AUDIBLE AND VISUAL WARNING for one second. If GP uses that shit to cut off their escape routes (which is what I use it for) or drop it on top of them to give my teammates an edge in a fight (which is also what I use it for) they get a heads up to get the fuck out of the area before that shit comes down on their heads. Right now the enemy team gets no warning that I'm ulting until it's already coming down on their heads. The only reason why that ability is balanced right now is BECAUSE it deals no damage and the slow sucks. This new ult gives WAAAY more counterplay, while simultaneously being infinitley more satisfying to use, because I'm now probably not going to consider using it on a creep wave at a defenseless tower (which is also what I use it for).

Regardless of whether or not Riot sees this (which I know is bunk because they used modified versions of two of the abilities on one of my champion concepts for Braum, although it may have been a coincidence) if you're going to criticize my work, at least get your shit together.

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