GP Rework Idea!

Xx420n0sc0p3sxX··2 votes·799 views

Hey guys, I enjoy GP n' stuff, but he isn't very good right now. So, I thought up a rework for his kit, enjoy!

Passive:

(I couldn't think of a good name, think of some kind of poison):

Gangplank's basic attacks and abilities apply a stack of (Passive) to enemies hit. These stacks deal 3+(level) damage. A max of 3 stacks can be applied on the same target, going up to 4/5 at level 6/11 respectively. At level 16, they apply grievous wounds once you hit the max amount of stacks. Stacks are also applied by basics abilities.

Gangplank Passive right now is strong in laning, but loses effectiveness later on. These changes basically make his passive like Garen's in a way. They should increase his lategame potential, without butchering his early.

Q 550/575/600/625/650 Range, 7 second cooldown, 45/50/55/60/65 mana per attack

Gangplank fires a shrapnel bullet, dealing high damage to a single target 5/25/45/65/85 (100% AD), and dealing damage over 3 seconds 10/15/20/25/30 (.65 AP+15% Bonus AD). If this kills a unit, he gains 3/4/5/6/7 extra gold, the cooldown is reduced by 2 seconds, and he receives 50% mana back. This ability can crit and apply onhit effects.

Completely changed the ability from my previous idea. I want GP parley to have something to it. Right now, it's just a ranged auto that cost mana and gives you some extra gold. It's staple to him, but at the same time, it's kinda lame. Because of this, I added the dot. His q will deal less total damage then the old one until you get 50 bonus ad. The idea of this? GP can be really annoying, and toxic to play against early game. His lategame isn't terrible, but usually is just spamming e and q, hoping for a crit. I added the extra scaling to shift some of his early game to his lategame.

W 25/23/21/19/17 second cooldown, 50/55/65/70/75 mana

Passive: Gangplank regularly eats citrus fruit, passively increasing his AD by 5/6/7/8/9 and MS by 3/4/5/6/7%.

Active: Gangplank consumes a very large amount of citrus fruit, doubling these bonuses for 5 seconds, and healing himself for 70/130/190/250/310(100%ap). The passive is disabled while the ability is on cooldown.

I wanted to do a few things with this. One of them was make it so GP had to really make a good decision on when to w, as you lose the passive. I merged his e and w together because right now, his e is literally a ball of stats. It's not a terrible ability, but it could be so much more.

E(Cannon ball) 700 Range, 11/10/9/8/7 second cooldown, 60 mana at all ranks

Gangplank signals his ship to shoot a cannonball at the target area. Enemies in the middle of the area will be stunned for 1 second and take 85/110/135/160/185 (70% bonus AD) damage. Enemies on the outer edge of the area will instead be slowed by 10/15/20/25/30% and take 65/85/105/125/145 (70% bonus AD) damage instead.

The AoE has a diameter of 300, and the area where you take bonus damage and are stunned is 150. There is a .25 second cast time, and the cannonball takes .65 seconds to land. Similar to Veigar's w, you will see a shadow indicating where it will land. I had a hard time thinking about what his e should be changed to, so I decided it should aid him in combat, while granting some cc.

R Global, 110/100/90 second cooldown, 100 mana at all ranks

Gangplank signals his fleet to barrage a target area with 5 waves of cannonballs for a total of 4 seconds (.8 second delay between each wave). Enemies inside of the target area will take 80/105/130 (2o% bonus AD+25% AP) per wave, and are slowed by 10/15/20%. Each wave also applies a stack of (passive).

Basically, this ult is the same as old gp ult, with some altered stacks and the passive stack. I thought his ult was in a good spot right now, by I wanted it to scale off of ad, because right now, it doesn't seem like it deals enough damage. It now deals a large amount of damage lategame, while still maintaining its early game damage.

What do you guys think of it? If you don't like it, that's cool. Obviously some numbers may have to be changed, but what do you guys think of the general idea for each ability? Thanks for reading, tell me if I missed something vital! :)

EDIT: I forgot something important, what my image for this is. The idea of this is to make GP harder, and more rewarding. I think GP, being a pirate, should be good at a few things: Getting bank, dueling, and being able to take out numerous enemies if done right. With this rework, he is better in dueling and teamfighting, while losing some of his sustain, and gold gain. Overall, it is a buff, but a needed one imo.

EDIT #2: Looked at some feedback and changed his passive, ult, q, and w.

4 Comments

Darth Valer3 votes

So... I'm not completely fond of your new passive: it deals absolutely no damage and is almost always outclassed by his current one. His passive contributes to making him one of the strongest lvl. 1 duelist of the game, with yours he would lose this perk. Plus, I made a little calculation: right now his passive deals 63 dmg per second at 3 stacks lvl. 18. For your passive to deal the same damage at 5 stacks, the enemy should have 2520 missing health. So GP's passive would basically become only (as) useful against Volibear, Dr. Mundo, Sion and the likes u_u And the sinergy with the R doesn't balance the huge loss in power.

Imho his passive might stay the same as it is Live (7 % slow and 3 + [level] per stack), with the possibility to apply 4 stacks at lvl. 9 and 5 stacks at lvl. 14 or something like that. A few seasons ago he could always apply 5 stacks of his current passive, but it was too toxic in lane. This way his passive could still be relevant mid-to-late game (lvl. 18 he'd have a 35 % slow + 105 dmg per sec :Q___) while lacking oppressiveness in lane.

I don't like your Q. It's too Jayce-like while being far weaker than Jayce in that respect. The range loss (from 625 to 450) is huge, and, in general, I guess I'd prefer a nuke-like pistol shot (more in theme with piracy era technology) rather than an endless gunning harass.

The W looks fine, although it should be interpreted in the light of your complessive kit, so I can't say much. One thing I'm sure of, is that I loved the passive movement speed boost on his E (which allowed me to skip boots) and I'd like huge buffs to a GP that would lose that xD

The E is good. I long for the new GP (whenever he'll get reworked T_T) to have some form of hard CC, or at least a Root, to give him some form of non-item-related strength. My only concern about this idea of yours is that it would feel too thematically redundant with his R (too many cannonballs xD). An idea I came up with in a previous post was to have his E pistol shot apply Fear or Flee on enemies in the current 1.300 range affected by his passive (1 sec for 1 stack and 0.5 additional seconds per subsequent stack). I also thought of removing the slow from his passive to get this, but let's not stray from the path xD

As for the R, it's probably right for it to have ap scaling. The problem is that some champs don't have ap scalings on abilities that should (Riven's shield is the most infamous). I guess it should receive higher base damage, or higher bombing frequency (I'm sure I'd love a stronger slow). Dunno.

What I'm sure of is that he deserves some love, hopefully something to enhance his hyper-carry lost identity :Q__ Riot listen to our pleas T_T

Xx420n0sc0p3sxX1 votes

Thanks for the feed-back! I'll take you're passive, q, and ult changes into consideration!

Xx420n0sc0p3sxX1 votes

Ik some people won't agree with me, but why would you downvote and leave? If you don't agree with my changes, that's fine, but could you atleast use the poll, or make a comment? Thanks.

AranciaMechanics1 votes

I simply love the passive you gave him, while I truly hate the Q and W mechanics you listed.

If you change "missing HP" with "current HP", it will be more impactful troughout the whole game, which is what his passive needed.

Everytime I see that damn ranged/melee switch mechanic on Q I get pissed... keep his Q as it is, it's perfect! I do not want him to become another jinx or jayce, his identity comes from his Q, W and R

Continuing, his W. The heal is the sole thing that still makes him viable, removing it will be a huge mistake. By switching some power from his E to W, the new W could have an active effect identical to the current one plus a passive effect which gives him passive AD and MS and doubles the buff for X seconds when he eats oranges (think about popeye and spinach :v )

Like the E, sounds pretty good (maybe too good)

R sounds really good, the actual one on live has pityful damage and slow, even after the tweak. without the RNG component, it still feels lackluster.

By retaining his Captain theme, when GP casts R he could gain an aura around him which extends his W passive (or halved amount) to every ally inside the aura range (small range, of course)

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