@gypsylord Status on Gnar? Can I suggest a change?
@gypsylord A while back you posted explanations on why Gnar was struggling. I was impressed that you nailed his problems: as mini-gnar, his short range and low stats make it impossible to get close enough to do damage in laning phase or late game without getting blown up, Mega Gnar has a hard time contributing because he's too slow and easily kited and too broadcasted to reliably get into range to use his CC against quality opponents. (As a side note, I also run up against one other consistent problem. He doesn't do enough damage early game to lane against tanky, high-damage tops like Jarvan. I can hit them 20 times, land every boomerang, and do almost no damage and they hit me once and take a quarter of my life.)
Anyway, you might notice his win rate is still rising but still far from 50%. As a huge Gnar fan who has played him a lot, including on the PBE, can I share my opinion why he's rising, why he's still not necessarily in a good spot, and make a couple suggestions?
He has risen from around 40% to %47 because people have learned to build him pure tank to offset his inconsistency. The problem is, in my mind, this is not a good development. For most people, pure tank is the least fun way to build Gnar. There is no option for a carry build and even when fed building him as a bruiser is dangerous. In addition, there are better options for a pure tank champ.
I have two suggestions to improve Gnar:
First raise his scaling to something more realistic that makes sense for a short range champ (at least to the levels of an ADC, but hopefully to similar short range, transformation champs like Jayce, Nidalee, and Kayle. Why do they get significantly better and more realistic scaling despite having better range and comparable escapes? How can Gnar compete against these champs in lane?). If necessary, Mega-Gnar's scaling could be lowered to compensate.
Second, I would suggest scaling his range in mini-mode and walk speed and/or jump distance in mega mode on the amount of AD he builds. That way, these buffs don't change the effectiveness of Tank Gnar, but allow him to reliably build something other than tank and still safely contribute late game. This would competely open up his build paths. If nothing else, at least increase his late game range so he doesn't have to get into too dangerous of a range to deal damage late game.
Anyway, what is the status on Gnar? He still has a low win rate and only has one reliable build path and can't be built reliably in the way he was designed to be built.