6.4 is the nail in the coffin for GP.
RIP sweet pirate king. looks like MF completed her mission and got her wish.
RIP sweet pirate king. looks like MF completed her mission and got her wish.
good riddance lol
It sure was fun not being able to catch or run away from a damage-heavy pirate that can burst your entire team at once, ignore 40% of everyone's armor, and has a %missingHP CC cleasing heal...
not. ty rito for nerfe
"Fortune doesn't favor fools!!"
I'm not willing to pronounce him dead quite yet. I'm gonna keep playing him for now.
Same.
The barrel count nerf seems way too excessive. I figured they would nerf the bonus damage to champions and maybe the 1-1 attack scaling (including crit) on them, but the numbers nerf hurts your ability to be effective mid-late game. Basically at the 3 barrel cap you have to wait so long you cant miss a combo or have any barrel disabled or that damage wont exist for another 8 or so seconds per barrel. I hope they revert the barrel changes if nothing else. His damage is the issue, not his means of applying it.
I also get that the parrrley stack nerf is to hit his snowballing and delay his scaling which I don't really argue against. He's a bruiserish melee carry and needs to have a large area of vulnerability as such. I just hope they thought this nerf through.
I feel like Riot thinks that GP's windows of vulnerability just aren't large enough with how many barrels he can store. And I honestly kinda agree. Is GP being about to pull off 3 barrel combos in a single teamfight really reasonable? Should barrel chains really be used as a poke tool? Because that's how they're being used now. I, and most GP's, simply fish for barrel crits on the enemy team over and over and immediately ult and engage if we land even 1 barrel crit on an enemy squishy. At this point, using barrel combos doesn't really require commitment once you have 40% CDR and Riot likely sees that as a problem. Lowering the carrying capacity to 3 might be too much and I wouldn't be surprised if the limit was raised to 4 if GP's winrate tanks hard enough. I also wouldn't be surprised if they lowered the recharge timer more. But the idea behind the change is sound and honestly needed.
Really, I always thought the biggest problem with the barrels was that they just did so much. AoE auto-attacks/Q that do bonus damage AND ignore armor AND slow AND give him a speed boost. Surely they could give him some power back elsewhere and remove one or two of those things?
Like make it possible to start an item OTHER than Sapphire Crystal by reverting the Q mana nerf?
If they removed the bonus damage, slow, and speed boost and just made them not detonate when the enemy team attacks them it'd be a lot better.
AoE auto-attacks/Q and armor ignoring is already potent enough as is. That said, I feel like him having the speed boost on his PASSIVE is good for him, otherwise he's WAY too immobile. It just means he has to weave in barrels with auto-attacks. Or at the least only give him a speed boost on detonating it with an AA.
Really, I always thought the biggest problem with the barrels was that they just did so much. AoE auto-attacks/Q that do bonus damage AND ignore armor AND slow AND give him a speed boost. Surely they could give him some power back elsewhere and remove one or two of those things?
and give him true damage on his next autoattack and gives him bonus gold for every unit killed and it crits
like what
And people think Yasuo is overloaded.
Yasuo isn't all that overloaded, he's just... Out of place in League. Irelia is overloaded. Fizz is pretty overloaded. Fiora is overloaded as hell. Ekko kinda toes the line. Lee Sin is overloaded, too.
I was making a joke. Yasuo isn't even that great right now. I don't think Fiora is overloaded, just needs some retuning. Lee Sin has two activations for all his basic abilities, take that as you will...
[{quoted}](name=Ron Pitts,realm=NA,application-id=3ErqAdtq,discussion-id=j7VY3fMp,comment-id=00060001000100020000,timestamp=2016-02-24T16:50:51.393+0000)
And people think Yasuo is overloaded.
lol, he is. as a matter a fact, aside from nami, any champ released during and after season 3 is overloaded as shit. this includes reworks. it all started with thresh. jinx and lucian was released that season aswell. and the funny thing is, that is probably the most balanced league as ever been up till the end of the season.
This. It makes him practically impossible to fight as a melee champ, especially if you're a tank. And when you can fight him, he can just use the slow+speed boost to get away. All this coupled with the fact that it feels like he carries around a shipload of them if feels like you can't do anything even near him.
16 seconds or more is what you wait for getting your barrel detonated (which isn't hard) since rarely do you use just one barrel in a teamfight. I honestly do not even want to play GP anymore after this change (he's 4th highest mastery at like 30 something thousand) since I will just get pissed off when they have a champion with a good AA animation kick me out of a fight for right clicking my barrel while my Q is in mid air (yay 2 abilities on cd). At least on live it's nbd and I have 2 more barrels to try again with, but now I will be basically out of the teamfight for 16 seconds because of ONE auto attack going through.
Giving the Barrels a mana cost, upping the recharge rate, anything besides this because some champions you will NEVER be able to barrel now. Try to hit a Jinx in Pow-Pow with a Barrel. Spoilers: it won't happen. You can shoot before it hits 1 hp and she shoots right when it hits 1 hp and your barrel goes bye-bye because travel times.
The damage wouldn't be an issue if there were windows in which you could punish him. Other champs have to wait for cooldowns on their big burst abilities, Gangplank get about three tries in a fight before he has a meaningful cooldown and that's just a tad ridiculous.
Good. I was getting tired of his broken ass
Sunked
I thought for sure they were done with him when they nerfed the damage on his passive. That nerf actually made sense, and stopped him from being as competitive a pick in LCS.
No, that stopped him from being a Must Pick/Must Ban in LCS. He still absolutely dominates in the LCS given the right team comp, all you have to is watch the TSM vs C9 game from week 6 to see that.
That's what I meant when I said competative.
Also people who are downvoting me, I play GP (or at least did, haven't in a while) and I don't want him nerfed either
Most people differentiate between "competitive" and "holy shit we need to ban or first pick this guy or he will wreck our team." GP was in the latter group before the nerfs. That probably caused some confusion for some people.
It's like saying Darius or Mordekaiser were "competitive" at worlds. It's a bit of an understatement.
Stop it Rito, he's dead already!
No he isn't, he's almost permaban in KR, and EVEN NALCS are making him work.
You know a high-skillcap champion might be slightly overpowered when the americans make it work.
To be fair, those barrels were kind of toxic to his laning phase, and late game.
I hate when riot does this shit.
They love tap a champion over a bunch of patches, then out of no where nerf 2 - 3 abilities at once.
They did it to 
Now they are doing it to 
Because gutting his gold income AND HIS ENTIRE TEAM-FIGHT CAPABILITY is really gonna work out. All we can hope is that GP is only ryze tier for a patch, then they follow up buff, because he is going to need it
You know, it's actually pretty funny. The main thing that separates old GP from new GP is that barrel minigame. If Riot keeps nerfing the barrels, we might see a return to the old GP playstyle of frontloading everything into his Q via items and only using E as a second thought.
Talk about irony.
Is he dead? Well lets just hit em a couple extra times with our nerf hammer to make sure.