Not too happy about the nerfs on Gangplank in PBE...

Choo6·12/11/2015, 2:34:29 AM·1 votes·791 views

So far it's this:

Gangplank Powder Keg (E) Changed to only ignoring BONUS armor from TOTAL. Bonus Armor ignore % increased to 60% from 40%

I admit, sometimes Gangplank feels toxic to play against especially with that huge AOE crit. But let me say it's harder to try to chain barrels than people think. I only got good with chaining barrels because I failed more than 15 matches with the mechanic. Barrels should feel rewarding, not just feel like another Q.

A solution I feel would be to give Gangplank two different strategies, to try to diversify his power budget so he must choose between damaging the tanks or the adcs, instead of killing both like right now. He could use his skills to either wipe out the tanks, or use it to wipe out a single carry.

His barrels can be tank-busters, so increase the bonus armor pen and nerf some other stuff in it. His Q could be buffed for single target damage only, specifically to wipe out carries, like old GP. Now GP must choose between AOE splash damage or stronger single target damage. I really love playing GP before and after the rework, but please don't gut him like this.

Diversify his damage, not cripple his only damage source.

6 Comments

CISTERN12/11/2015, 5:48:12 AM1 votes

enough with so much counterplay vs tanks fighters , gp supposed to kill squishes , riot is just a bunch of kite lovers, everything that ruins champions that can kite riot nerf it, they dont care if it is hard to achieve. THe counterplay exists between mid lane champions and bot lane champions every counterplay against them is no counterplay by riot's definition , they dont allow fighters-juggernauts to carry game even at lcs top role carries 2 out of 10games, the most games get carried by bot (adc) or mid . Riot just needs to undo this nerf, TOP HAS THE RIGHT TO CARRY 2 (Sry for my english)

HotChilly12/11/2015, 8:41:11 PM1 votes

Gangplank has more counterplay than any other champion. You cant just disable any other champions damage with simple auto attacks. Every time GP does dmg, if his opponent is equally skilled there is a 50/50 shot of it not doing anything. It was because of that trade off that his barrels were made to do lots of dmg, I assume. Now his barrels will be just like any other average no risk no counterplay ability in the game, simple 1.0 ad scaling and some below average base dmg (180 at max). Why use a champion with so much counterplay built into his kit if it isnt going to be rewarded with above average dmg? If it is deemed unfun to have so much power in 1 ability then I understand that, but then I plead, add some power somewhere else in his kit, maybe his passive, reward a GP for running straight into the danger zone maybe? I dunno, please dont rek my fav champ! =(

Sona Ping12/11/2015, 10:04:21 PM1 votes

"I admit, sometimes Gangplank feels toxic to play against especially with that huge AOE crit. But let me say it's harder to try to chain barrels than people think."

First item. It's something that we need to address and establish first before we can try to discuss this. This reason just doesn't work. In game balance, how difficult or how "hard" something is should never be directly tied to its power, to its output, to how it numerically performs. For example, how much damage it does. It is not balanced by definition, having one character simply flat-out outperform another, just because someone arbitrarily decided that they were "harder" so they get to hit for bigger numbers than the other is capable of.

About the subject at hand: I don't know what your complaint is; what I read doesn't make sense compared to what you want.

{quoted}

A solution I feel would be to give Gangplank two different strategies, to try to diversify his power budget so he must choose between damaging the tanks or the adcs, instead of killing both like right now. He could use his skills to either wipe out the tanks, or use it to wipe out a single carry.

Because that is what they are doing here. This change, in short, focuses the Barrels' strategy, it focuses and improves its use for damage on tanks by having it work on Bonus Armor and then further amplifies that by increasing the percentage. Even on top of that, it improves the Barrels' role because they naturally stronger against tanks in their functioning because tanks are usually melee and have a harder time defusing them. The scenario you say you don't want is the one they are moving further away from. Right now, his barrels work against tanks and a carries, removing some of the bonus armor from the tanks while also cutting into the little base armor that a carry would have. His Q, and to not mention the rest of his kit, is already great against carries like mages and marksmen because it removes their range advantage that their kits rely on. And don't complain about every single little adjustment being saying it "guts" them; I mean seriously.

So, in summary,I don't know what your complaint is. Riot is doing what you want them to.

Old Man Teeto12/12/2015, 3:57:45 AM1 votes

The armor ignore was meant to reward him regardless of who he hits with Barrels and allow him to skip a LW in his build.

Instead, GP with barrels could kill squishies with one combo in a nearly-unavoidable pattern.

Instead of making that pattern less toxic, they kept it, regardless of how difficult mechanically it is to pull off (2 barrels is easy, 3 is hard, 4 is God tier), but made it so it did less damage to squishies while remaining roughly the same against tanks.