Gangplank needs lane interaction with opponents: I had an idea.

Lord Graves III·9/23/2014, 12:48:22 AM·7 votes·1,813 views

I believe a good portion of why Gangplank is kept weak is due to his non-interactive laning phase. He is like pantheon except better at all-ins. He keeps shooting you until you are low enough for him to run in and kill you with his E and passive. Either he will run out of mana and you will live, or you will die before he runs out of mana. I had an idea to help change this toxic play pattern.

Gangplank needs more changes than just this, but I felt his Parrrley was an exceptionally important spell to work on. Its his damage, its his harass, its his farming, it is a huge part of what makes Gangplank feel like Gangplank

WHAT IF...

Gangplank Q now works on a similar targeting system to Caitlyn Ultimate. This is to say, it is targeted, but if the enemy can place an allied champ or a minion between themself and gangplank (or break line of sight) before the cast animation finishes, then whatever is in the way will get shot instead. This will create claustrophobic lanes for GP that could feel like fighting on a ship deck. The enemy is safe as long as there is a minion between them and gangplank but the second they slip up he can slip a shot through to them. It also creates a dynamic where they cannot leave freely without getting shot. They need to wait for their minion wave to negotiate a chance to escape. They need to Parley a chance to get away or suffer the free Q. This would minimize his ability to win lane on the back of his mana pool like pantheon can and could create a really neat gameplay pattern for him and his opponent. It also frees up power to put into his other spells and base stats, it might even justify a range increase on Q. :D

It is a straight nerf to his Parrrley to make it juke, dodge, or blockable, but it also makes the lane more interactive. Gangplank and his opponent actually get to fight against each other, and it would make farming with Q take more attention, sorta like farming up draven stacks with his axes. Power can be added elsewhere. I feel interactivity NEEDS added in his Q.

I am reposting here to avoid further crowding in on other gangplank threads. Also most of the gangplank threads are really old and I couldn't post in them.

http://imgur.com/1qSYNC7

10 Comments

JedenVojak9/23/2014, 2:43:35 AM3 votes

Lolwhat? Gangplank is super weak, chief. His parrley is no more toxic than ranged auto attacks which is basically all it is: a ranged auto attack with a mana cost.

You might as well say that no ranged attacks can pass through champs - not that that'd necessarily be a bad thing, since you could actually tank for people, but saying that his Q somehow breaks the champ and makes him non interactive is hogwash. He can't stun you, or force you to fight him, and he can't stop you from all inning him either; just don't do it at lv 1.

Neon Noble9/24/2014, 5:10:08 AM2 votes

I think GP's Q should do more damage based on stacks of his passive applied to enemies. That means if he wants poke he'll lose mana and damage, and if he wants to go for a kill, he has to risk taking retaliatory damage as he stacks up his passive on his target before the kill.

I guess that makes him kind of like Darius in a way, though. Being more like Darius is bad.