Gnar's Fury Generation

Gnart Even Close·3/23/2016, 12:54:36 AM·1 votes·842 views

Gnar's fury generation isn't exactly working the way it's supposed to. From my understanding, Gnar is only supposed to get rage for attacking one champion with basic attacks or boomerangs, but he gets rage for each target hit. This is very noticeably the case with Runaan's Hurricane and Sunfire Cape. While I appreciate the interaction with Sunfire Cape, the interaction with Runaan's makes no sense. This appears to be a bug for both. I don't think either of these should be removed, but it would be nice to know that they are in fact intentionally kept in the game.

I would like to point out that Gnar's late game fury generation makes it nearly impossible for him to avoid transformation for longer than 5 seconds. This is not really fair to Gnar since he is supposed to be able to manipulate his fury by choosing when to fight. Early game, this takes around a minute to happen, which is a bit too long imo. But the change between one minute and five seconds is a bit too much. Maybe the late game fury generation could be hit, so that Gnar could opt in to faster fury generation with Sunfire Cape but not transform as fast without it. This would mean that he would spend more time as Mini Gnar late game, but it increases windows of opportunity for the enemy to play against. This may be a nerf to him, but it also gives him greater freedom to switch forms and be able to kite for a decent amount of time late game. Gnar's late game kiting is incredibly difficult to pull off since he simply transforms too fast and loses his kiting potential that often makes the difference between survival and getting killed. The numbers should be changed to be something like 4 / 6 / 8 fury over 3 seconds and 0.5 / 0.75 / 1 fury on hit, quadrupled to 2 / 3 / 4. This will still allow him to have more uptime for Mega Gnar during teamfighting phase while still having limited access to it during lane phase. This will also mean he builds rage quickly, but will do so about 25% - 30% slower late game with no changes to it early game.

I also find it weird that the fall-off period for Rage is 13 seconds, unlike either Renekton's 12 seconds or Tryndamere's 8 seconds. They should be made the same for consistency and clarity purposes (maybe 10 seconds for all?), although I can understand the idea of Tryndamere having a lower duration in order to make his RNG crits weaker when being zoned.

To quote lol wiki on the Fury part of Gnar's passive:

FURY: While in Mini Gnar form, Gnar generates 4 / 7 / 11 Fury over 3 seconds upon dealing or receiving damage, and 0.5 / 0.75 / 1.25 Fury every time he damages at least one enemy with a basic attack or Boomerang Throw, quadrupled to 2 / 3 / 5 Fury against champions. Gnar's Fury decays if he has not dealt or received damage in the last 13 seconds.

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