GP Rework Idea!
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.