Has Rito ever addressed (or answered to) the issue of Gangplank's cast-time on W and E?

Darth Valer··6 votes·25,353 views

As a huge Gangplank fan, the most frequent GP-related topic I've found on forumz and commentz has been the problem of cast-time on W and E and how clunky and weaker it makes those skills. So my question is: has Rito offered its input on why cast-time should stay and the community has simply ignored those reasons, or, viceversa, Rito itself has ignored the issue for all these years?

If, let's say, he stands still for 0.25 sec (imho it's a little bit more) while activating E, he loses [0.25*Movement Speed] space units in the chase/escape. Since he gains 13 % MS from a rank5 E (20% active minus 7% passive), it takes 2 fat seconds to get back the lost terrain. 2 seconds are a huge window of opportunity in LoL: during that time the enemy can reach reach safe areas (turretz, allied champs, impassable terrain through which they can dash because Mobility) or get in range to kill you. And this is not that cool on a champ that packs only weak soft CC (7 to 25 % slow with passive and R) and a CC immunity skill that self-roots you for a short while.

P.S. I know he's getting reworked and I hope they will rework his skills solving these long-term problemz, I'm just wondering wheter Rito gave explanations or not. Gangplank item 3070

28 Comments

RiotMeddler12 votes

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

DisasterSola4 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

Question: If youre removing GPs E... will you be keeping the rest of his kit the same? And would his E maintain the passive AD increase?

Crit plank is one of the most fun builds ive ever done, and its a build that is only possible on gangplank due to his extremely unique skill set.

KazeNekochan5 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

will GP still work as a support after the rework?

Drukyul4 votes

None of this explains why you haven't removed the cast time for E in the interim. Are you really worried such a small change would make GP go ballin' out of control?

BeatzBoyFTW1 votes

{quoted}

None of this explains why you haven't removed the cast time for E in the interim. Are you really worried such a small change would make GP go ballin' out of control?

Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

-by Meddler

Kobold4 votes

With the Removal of Raise Morale will you be increasing his base movement speed? Though many may not notice it it is a very important part of his early game power.

Blackquill1 votes

That sounds like Gankplanks Q and W will stay, which is sad because i thought that you wanted to give him a distinct role instead of: "Goldplank, Tankplank, Critplank, Mageplank, play what you want. Neither is viable.". Will you at least change his ult to be more meaningful instead of "Lemme gank bot/steal creeps bot/secure this kill bot/clear my own wave"?

Thryale1 votes

can he get a QoL buff for his E in the meantime them? I doubt something like that would be game breaking on GP in the current state of the game as it is.

Darth Valer1 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

Thank you for the answer. The sneak peek on his rework is nice, too :Q__ It wonder, at this point, why the cast-time has been kept on his E for so long but it's of little concern now. I just hope he becomes a really viable and respectable pick (not toxic or overpowered), even at cost of losing part of his flexibility.

Proelium1 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

There's a particular problem with the W though... you stun yourself to remove a stun (oversimplified).

I get what you're saying about it have two good effects though. But it FEELS bad to remove CC BY CCing myself.

Hideki1 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time. What, i love his e. How else am i suppose to keep his super high movespeed? I run the movespeed masteries and movespeed quints and go Youmuu swifties PD Shiv Tri IE for 100% crit and a super fast pirate...

I am Razgriz1 votes

Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast,

Nocturne please. Seriously. The fact that he stops is really hurting him and it makes the MS boost on level 1 Q useless and the MS boost is so low at rank 5 it's barely noticeable.

Kingsgrave1 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

Still think W should be a channel like Gragas W that heals over time and when the channel is done GP burps fire in a cone

Reikken1 votes

So why not remove the cast time on Raise Morale in the meantime? At low ranks I don't even use the active while chasing/fleeing because the delay means it's actually detrimental.

Ariaflux1 votes

Oh man, I bought GP because of how much I loved his E... that passive/active speed boost felt really good, especially on top on his passive slow that can be applied at range with Q.

Healin3 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

inb4 his new E is a skillshot that he has to hit himself with.

elitetrashmob1 votes

Works with Ez' W, the technology is there

spacedog981 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

Now we need a cast time for Katarina R

spacedog981 votes

{quoted}

At a general level we believe cast times that stop a champion's movement are important because they give other players a chance to react to your actions. Removing them usually feels great for the player of a champion, but it does result in some cost to the game as a whole. Skills that give movement speed boosts as the core of their power however can be good candidates for being instant cast, given that's an over time effect that therefore does leave opportunities for other players to engage.

In Gangplank's case we'll be replacing his E entirely with a spell that's got more choices for the GP player. If we were keeping it though I'd imagine we'd take the cast time off. The W by contrast is a spell we feel should have a cast time, given it's both a solid heal and a CC cleanse, so assuming it stays on the kit (which looks likely) it'll continue to have a 0.25s cast time.

Now we need a cast time for Katarina R

Wînter Fox6 votes

Inb4 GP's Q is now a skill shot ala Veigar

Thryale5 votes

Patch Notes:

Gangplank

Parrrley has now been changed to Mystic Shot.

Deep Terror Nami2 votes

I've somehow encountered a rare bug where he doesn't stop to cast E...and it feels so right.

Other than that, I think he should continue on his auto-walk path after Ulting. Too often I'd be walking to lane and Ult somewhere; 8 seconds later I realize I stopped auto-walking and was just standing there.

Darth Valer1 votes

[{quoted}](name=Valkyrie Witch,realm=NA,application-id=3ErqAdtq,discussion-id=vjvYIVmE,comment-id=0000,timestamp=2015-05-04T18:20:06.942+0000)

Other than that, I think he should continue on his auto-walk path after Ulting. Too often I'd be walking to lane and Ult somewhere; 8 seconds later I realize I stopped auto-walking and was just standing there.

Idem xD

Eyrgos2 votes

Don't ruin Gangplank................

And keep the aspect of him that lets him be versatile, "critplank, tankplank," we want that.

blickers1 votes

Bruhitem 3599

James Batya1 votes

You don't need to remove cast time on his w because you can press it BEFORE CC will hit you and it will affect you right after the delay. As Riot would say - it's separate the good GP players from the great GP players. But remove cast time on his e would be cool and make him really strong. Source: GP main

zelias1 votes

a cool thing you could do for all the 2 main AP OP GP is making his passive activate echo that item is perfect on ap gp (tons of ap, movement speed) but that poor pirate can proc it only with his ult, and I don't think it is worth to ult just to proc LE also, it would be cool to have a little bit of scaling (ap or ad) on his passive as well, because the slow is nice but in my entire career I managed to snag only 1, maybe 2 kills with those dmg (in late game a tank mitigates those awesome 21 dmg for stack just by standing still and letting his base hp regen do the trick) but except for that I'm really curious to see the changes on his E

you are changing the kit of my favorite champ rito, and even if you betrayed me one time (rest in peace 3-hit sion) I'm still sure that you will do a great work

EdRadley1 votes

I see Meddler's point for GP's w. As for a couple of small fixes to improve his kit's uniformity, make his passive/ult slow scale with rank. Either do this or change his passive from flat damage to % damage, even if it takes until lv 18 to reach 1%. The only other suggestion I have would be to lower the cooldowns on his w/e or increase duration of his e if everything else about GP is left the same. He really only needs small changes to be viable imo.

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