Feedback on GP's new R

AranciaMechanics·10/9/2014, 3:48:49 PM·7 votes·2,338 views

So, with patch 4.18, our lovable scoundrel got a "buff".

His ult was considered unimpactful and quite unreliable due to its RNG nature. And this was true indeed. I coudn't try the changes on pbe, but what I feared it's actually truth: the new version of his R is far more reliable but even less impactful in the game.

Freaking cannonballs are falling from the sky: Who could be such a dumbass to stay in the field for more than 2/3 seconds rather than running away? Even bots in custom games could run the full diameter of the field in 3 seconds WITHOUT dashing/flashing, resulting in being hit by 3 barrages out of 7. Now, a "skilled" human player could get hit by 2 or 3 barrages only since the slow amount has not changed and the delay between barrages it's about 4 times the old R.

Of course, you say; before the changes, in the same 2-3 seconds of continuous random barrages the enemy could not be hit at all, and this was frustrating. But the cannonbals beforehand were falling every 0.3 seconds, resulting in 8-12 possible cannonball hits.

Even if only 1/3 of the old R cannonballs (I think the AoE of a single cannonball was about 150 or 250 units over a barrage field of 600 units) hit the target the damage would still be higher than the damage of the new R, on an average 2/3 seconds of the target standing in the barrage field.

OLD R = in 2-3 seconds of exposure, with 1/3 of the cannonballs properly hitting -> 75x3 = 225 OR 75x4 = 300 NEW R = in 2-3 seconds of exposure -> 75x2 = 150 OR 75x3 = 225

The new R is way more telegraphed and easy to leave as the CC is inconsistent and there's a huge delay between barrages (1 second in LoL could change the tides of a game).

I expected from this change some bonus AD ratio on his ult, as many R in the game have both AP and Bonus AD ratios. I also can't understand why @GMang did not let the aoe form the single cannonballs overlapping or let the field do more damage in the centrer and less at the borders.

I wanted to hear the community opionion about this change on GP: was that a direct buff? Or a direct nerf? Or the buffed reliability but nerfed damage? What do you think?

20 Comments

Lumus Avatar10/9/2014, 4:51:16 PM6 votes

I posted on the Red diswcussion of GP's new ult before it went to the PBE. No one agreed, and that's fine, but my opinion (opinions are scary cuz they're like facts, but not. at all.) was that the original ult was preferable to the proposed change. I gave the following reasons, which no one agreed with:

His ult is global, so it has to have some obvious weakness. His was the RNG attribute. However, this felt like a good trade off because it had a bit of realism to it. He is signalling some far-off ship to bombard a distant location. They're just point the cannons skyward and letting em rip.

The effect was a consistent slow as you were moving through an area getting REKT by cannon fire, and the possibility to come though completely unscathed or get REKT also.

I've passed through the ult untouched, I've also been hit by like 8 of the damn balls and killed. Even when I play GP, I like that randomness. I could drop the barrage on an allied fight two lanes away to prevent the enemy frm fighting effectively while potentially adding damage and securing the kill. I might even get the kill, but I definitely got an assist. (I always apologized if the ult stole the kill. Usually, no one griped.)

If I saw an enemy slip through unharmed, I would say "damn, he's lucky." But I never said "Why is the damage not more consistent?" My purpose in dropping the ult was to prevent retreats - cuz I then ran in and stabbed them with my poison sword and shot them with my poison gun.

Anyway, those were my thoughts. Nothing major. Most people disagree, so I understand if that trend continues.

Tserris10/10/2014, 4:19:14 PM5 votes

I don't understand why it pulses the damage, just make it static like MF's E and be done with it. How stupid do you have to be..

LordTobiothan10/9/2014, 3:53:07 PM2 votes

In a duel trying to run with R+passive slow on you is a death sentence vs gangplank, in a teamfight, your honestly telling me your going to stop trying to kill the adc just to walk away from gangs ult (while getting shot by the adc).

I haven't used it yet, but it seems like your just using it at the wrong times.

NeoScout10/10/2014, 5:54:36 PM2 votes

Agree

Dremiist10/10/2014, 9:41:40 PM2 votes

no the ultimate should have remained the same with a few exception make it a targeted skill locking on champion no slows and a tad less damage following the target but slowly giving him a change to walk out of it. and instead of global should have the range of pantheon and tf with a short aoe radius this way it would have more chance to hit that target and make it green for team mate this way they'll know it's an ally helping.

but whatever it's takes too much skills and years of preparation to come out with an idea like i just did right now...(sarcasm)

Hyrum Graff10/12/2014, 6:17:11 PM1 votes

I think you're right when you're using his ult in a 1v1 situation. However:

  • GP's new ult is infinitely more useful for clearing waves. No more random minions slipping through!
  • I'd imagine new ult is better in a teamfight situation. Before, unless the enemy is tightly grouped (silly), cannonballs were only hitting one person at a time. Now each wave hits everybody.

Disclaimer: I haven't actually played GP with the new ult - I'm just theorizing. Can you confirm if you feel the same way about my 2nd point?

MontiR10/12/2014, 12:17:31 PM1 votes

I dont use his ult for the damage I use it for the utility

Garlyle Wilds10/10/2014, 5:44:32 PM1 votes

Or the buffed reliability but nerfed damage?

This is the intent, but frankly I'm not sure it's nerfed damage. Yes, okay, we've lost those "hell yeah cannonballs just #rekt that guy" moments, but to be honest to view your math on the damage... 1/3rd of the cannonballs hitting actually sounds fairly generous most of the time considering that frequently less than 1/3rd of the area was actually taking damage on any given ball.

That aside, if they determine that it really isn't doing nearly enough damage, it's not like that's hard to buff.

Bumblezel10/12/2014, 5:53:07 PM1 votes

A full area damage and slow is maybe not stronger, but much more player-friendly than a random chance of damage and slow.