Just some Gnar Bugs and thoughts

Squ4tch·11/26/2014, 4:46:09 PM·5 votes·1,087 views

Since Gnar's release i have been playing a lot of that little guy and first i must say you guys did an amazing job on him. By far my favorite champ now. But after playing him for some time I have found a collection of small bugs or very little QOL recommendations.

Bugs

  • At the tail end of your morph animation into Mega Gnar, if you use an ability or try to AA the animation won't happen for the ability/AA. You still get the desired effect from the ability/AA but Mega Gnar just sits there completely motionless

  • Mega Gnar's boulder will on occasion disappear earlier than I believe is intended. The bolder will fade before the ability is off cooldown but another oddity is how you can go to where the boulder was and get the CDR from picking up the now non-existent boulder

  • Mini Gnar seems to have an odd critical auto attack animation, it seems faster than is normal AAs by a significant amount. It is subtle but i find when animation canceling it can really throw off my rhythm, and I can't think of another champ i have this problem with.

  • If an auto attack is animation canceled by a morph it can lead to some odd looking auto attacks. I haven't seen this one in a while (may have been fixed) but i have seen Mega Gnar attack at Mini Gnar's range due to the morph time. Now i have no clue who's damage gets applied but at the very least it looks really bizarre

QOL Recommendations

  • Gnar's Boomerang can auto path itself into a wall or place where it is impossible to reach. Is there any way it can act more like Draven's axes and check to make sure you can actually grab it?

  • The animation for mini Gnar's boomerang at max range can pass through people without applying damage. Unless im mistaken this was something that was fixed on Sivir by shortening the animation's range but keeping the range of the hit box the same.

  • Mega Gnar's ult can sometimes be hard to tell if it stuns someone or merely put them right next to the wall when you are in a tense situation. I have accidentally let people go because i thought they were stunned and i saved my Wallup for a second too long. Could there be a more obvious sign for when they connect with the wall?

  • Poor Gnar never got a run animation and it seemed like it was going to be the standard for new champs

  • NEW - So this one just popped up, when i play Dino Gnar during his laugh or joke his boomerang is sticking out of his left eye socket

5 Comments

eyes wide shut11/26/2014, 5:24:29 PM2 votes

let's not forget how wonky it is when you bounce and throw a Q at the same time to try and extend the distance of your Q, but it just freaks out the pathing.

Siachi11/26/2014, 5:57:21 PM2 votes

I forget, does he still have that bug where, when you hop, if someone shoots a skillshot or something to the place you came from, the hit will still register even though visually you're no where near that spot?

Also, there was apparently an animation bug with his Dino Gnar skin and it's joke, but I tested it on the PBE and he doesn't have it, so I'd assume they've fixed it (On the PBE at least)

Sohleks11/27/2014, 6:38:03 PM2 votes

I'd like to chime in a little bit about Gnar's power level... I also want to say Gnar's absolutely my favorite champion at the moment for many reasons. Unfortunately one of those is the fact Gnar is too strong in any kind of teamcomp and any map. I feel...

• Mega Gnar form is too easy. Mega Gnar feels little slow, sure... However... I'm actually gonna say this: Mega Gnar needs more counterplay. It's because his R is far too easy to hit his primary target with and many others. This always leads to a devastating combo with W + Q. Obscene AoE CC chains give Gnar's team huge windows of opportunity. It's great Mega Gnar is this fearsome but in my opinion R needs to either cover less area (front only or reduced range), or have the knockback range reduced so wall stuns don't happen 85% of the time, or have a larger telegraphed delay so the counterplay is to dodge the R similar to W. Likely 2 of those 3. Because of how tanky Mega Gnar is when built correctly it's nearly impossible to not execute a teamfight winning R.

• On the other hand Little Gnar is a fearsome duelist. Anytime Gnar can have a duel with somebody overtime using both forms he is one of the safest skirmishers/laners in the game. The kiting ability is obscene (and obscenely fun). The W procs contribute so much free damage. 3 hits for the proc is a fun number, but maybe 4 would be more balanced. I would keep the boomerrange proccing for W, but if you keep it at 3 I think the damage needs a bit of a hit and maybe to movespeed too..

• Versatility... A fed Gnar is a menacing carry/tank... A splitpush threat... A teamfight threat... A Gnar that's having a bad game however is still a great asset if underfed. If losing lane it's very easy for Gnar to CS with the obscenely long range, free, low cooldown boomerrangs. Top laners can hardly zone Gnar even if he's losing... If I'm having a rough time in lane I can just build straight tank and contribute a lot to our team with my CC and still do noticeable damage. If winning Gnar can go ahead and really carry as a bruiser/tank, sort of like Irelia or prenerf Jax. All the while having free mobility/massive kiting and tank like CC.

• Honestly restoring that much health because he evolves is kinda BS, if super fun for me. This second wind Gnar gets is so dangerous not just because of bonus health but because of the threat of the obscene R + W combo that comes with it. Enemies have to respect that even if they're close to winning...

I'm not saying hit everything mentioned but yeah... There's a good reason Gnar is so banned and feared right now. By the way, I've been having much fun using black cleaver on Gnar. Makes Mega Gnar combos really really bursty. Gnar is more than sufficient with damage with a Triforce + BC and straight tank.

Gnar is too easy to play and too well rounded IMO

**TLDR: I would nerf R to front + side only, reduce boomerang range and maybe CD reset on catch, and possibly reduce W proc damage **