Just found a well-designed infographic on a possible Gangplank's rework :O
It's a little outdated (it's pre ult fix) and I don't completely agree with the author, but the overall work is nice. It'd be nice if Rito let us know something about him :C
It's a little outdated (it's pre ult fix) and I don't completely agree with the author, but the overall work is nice. It'd be nice if Rito let us know something about him :C
GP isn't the same without his addiction to Vitamin C.
buffing rageblade would be a good item on gp imo. (+ 100% AP)/ (+ 140% AP) magic dmg ratios.
Here is only thing I disagree with
Gangplank is a Leader, but true Pirate Captain's don't really "Lead from the Front". They lead from the rear.
That's why he should never really become a Champion who wants to rush into the front, but instead tactically enter combat after the pawns have fallen.
An interesting (and well presented!) info-graphic. Not necessarily in agreement with all the changes, but I like the general direction.
I actually was really into the GP rework about a year ago, and was pretty new to the forums, but I had had this idea (or a version of this, I've tweaked it a lot since then because it was so bad at first).
GP's kit screams melee ADC to me; he has poke, he has a way to stay relevant with gold, he has a way to survive a fight without having to invest to heavily into defense, and he can stick to a target/kite more effectively than most melees.
I agree with most of what the OP's infographic says, and have a couple suggestions.
Passive has to stay largely unchanged. It is actually rather underrated and while invisible power should be avoided when possible, it really isn't possible here because without his passive, 70% of his stickiness goes out the window. My only suggestion would be to add a flat 5% AP ratio (if only so that AP GP has a real reason to exist, which should be preserved). I would also suggest reducing the slow per stack to 5%, but that is because I'm adding a more significant slow elsewhere in his kit (basically less hidden passive power in exchange for a good deal more slow/stickiness situationally, giving more choices to Gangplank)
Q needs to be less front loaded, so reduce the damage by a bit (base and scaling both, probably something like 20/40/60/80/100 +90% AD), and maybe the range. mana cost would also be reduced to 40/45/50/55/60 to make up for the rebalance of power from this ability towards his E. Mana return and gold on kill are both unchanged, along with its interaction with crits and on-hits.
W actually should stay exactly the same, it is a very strategic ability that requires forethought and good judgment, and is also necessary to maintaining his melee carry status without pushing him into becoming a bruiser.
E Needs to be completely reworked. This is where my idea gets complicated, so bear with me here. E: Cutthroat Raider: Passive: Permanently gain +7/9/11/13/15 AD and +1/2/3/4/5% MS. Active: Gangplank slashes target enemy twice dealing 20/35/50/65/80(+70% AD) each hit, first slash deals physical damage, second slash deals true damage. For each stack of his passive on the target, E applies a true damage bleed of equal strength and length with triple the slow per stack (max 45% slow). Passive slow and DoT does not stack (E takes priority) (for instance, if you only had 2 stacks before using E, you would be able to apply a third stack, but you could not apply 3 stacks of poison, E and then apply three more on top of the bleed). I would give this about 60/65/70/75/80 mana cost, and It would probably have something like a 16/15/14/13/12 second cooldown.
R should stay exactly as it is now, the changes they made to remove the RNG were all it needed.
Basically, the ideas behind this new kit do 2 important things (and one less important, but still nice thing): Q is no longer the only damaging ability, and E gives a reason for GP to ever want to close to melee instead of just poke for crits. The less important thing is that it makes AP GP less of a troll off build. It keeps important and Iconic aspects of his kit unchanged (you still run fast, stick to enemies, eat citrus, call down cannonballs, and farm gold like nobody's business) but now you don't entirely rely on RNG for lucky burst crits, and have a reason to close to melee range, which makes an otherwise uncatchable nuisance a respectable, gentlemanly, bloodthirsty leader. This kit arguably has much more damage than the current one, and would probably need number tuning even though most of that damage has the associated risk of being a (semi) squishy carry in melee range.
Giving him what the infographic suggests would leave him with a rather archaic kit, and while the analysis that the creator of the infographic did is quite helpful, the kit it suggests is frankly just about as bad as his current one in LoL right now.
Gangplank is not underpowered in any way. He's one of my favorite top/mid laners.
Yes, he can also be played mid.
All you have to do is play him as a glass cannon and go with ghost + ignite .
GG
It isn't about him being OP or UP (he's actually pretty balanced) the issue is that he has a very muddy identity and is excessively passive for the majority of his gameplay.
I don't understand why players think so.
He's a bursty/poky AD champion .
Yeah, well it is muddy enough that some players think he is a support, some think he is a bruiser, and some think he is an ADC of a sort.
I'd personally prefer the melee ADC direction more like how current critplank works and the style you seem to favor.
gp is an autoattacker, wtf are these 'only one damaging ability' and 'cannot fight in close range'
Let's see:
passive: armor pen is nice Q: cooldown is way way way way too long. I want more Q's not less W: Huh, so this is his attack buff now? Grog soaked blade not slowing kinda sucks... I also don't want a taunt because I'm not a tank and am building pure offense. E: So this is his new orange skill? Let's see... heal is too small, defense bonus is too small, movement speed bonus is too small... this ability is trying to be both his orange and his buff ability which is bad bad bad. R: Scaling the damage off of AD makes sense.
All and all, some nice ideas, but I don't like it. They should just make his heal and ult scale off of AD - BAM good again.
I also think GP needs a small update on his appearance and lore, he always seemed way too generic, he has no personality or unique likeness that extends beyond 'pirate guy'. Having champs based on stereotype tropes is fine, but at least do more with them so you can say this character is unique to this game because 'this' and 'this'.
The only problem GP has is a stat problem: he is too squishy. Riot need to make him toughter. And remove the ap ratios for ad plus giving W a little more power.
Imho Gangplank's kit is funny and, in a way, consistent. Its problem is that it's underwhelming both for a toplaner and a melee ad carry, which are his primary identities.
As a toplaner, he lacks:
), he has none except his ult(!?).As a melee ad carry, he lacks:
(I'll compare to
)
Damage Steroids: Ok, he has a crittable ranged enhanced autoattack reset and 20/40 AD from his E (plus his passive which falls off hard late game) but, if compared to the stuff these ones up here have, it feels somehow underwhelming. From the crit boosts (which GP would gladly benefit from) of Trynd and Yasuo, to the huge attack speed boosts / bursty damage spells of Fiora and Yi, he seems on the lower end of the deal. This is not his primary weakness, though.
Mobility: All of these champs have 600 ~ range gap closers (Yasuo is a bit different but possibly stronger in this regard). For GP's "mobility" buff of 8 % (more or less 30 MS) passive movement speed boost from his E to cover that distance, it would take roughly 20 sec. His E active requires him to stand still for a while so it's more of an immobility perk than the other way around. His Q might be seen as his own form of gap closing, but overall I'd say he's weaker here too.
Teamfight durability: While GP has his oranges which are extremely nice for a MADC (since the primary weakness of this "class" is its weakness to CC), the other fellas have either temporary untargettability (Yi and Fiora), a 5 sec immortality (Trynd) or the possibility to wipe out a whole team (tanks included) while keeping them amongst clouds like Yasuo does (not to mention his annoying windwall).
Damage Consistency!!!: While MADCs can build full damage and dish it out with amazing forms of dps (given they care to stay away from CC sources), if Gp builds full damage, he can only use it to poke every 3/5 sec (depending on how much CDR he's built) or go in when in extreme advantage. The manlier he wants to get, the less damage he has to build (to get some defense), which is quite the opposite of the concept of MADC. Not to mention he has no innate crit-chance so that, unless built full glass cannon, his Q becomes more of a lottery ticket than a damage spell.
All in all, I'd be willing to sacrifice some part of his kit (mostly his E and passive) to have him gain a stronger, more defined gameplay identity (possibly not as a tank xD
)
But but the ult is no longer RNG Anyway, when we think of gp right now his ID is the do-everything guy. He can literally be anything, top tank, top bruiser, top ad caster, top crit, mid ad caster, mid crit, jg, supp, melee adc. He's also one of the safest pick in the game with the ability to farm and generate gold even when loosing lane, assist other lanes without leaving tower, and cleanse to get out of sticky situation. I don't know if that's an identity we should keep or not, but im inclined to keep it
I remember this! Its what directly caused me to buy GP5 runes and go Bankplank (to success).
Ultimate scalling with AD?
That's brutal.
I like it!