Some changes on Ganplank ? (versatility)

Kerayth·10/27/2015, 3:29:46 PM·1 votes·284 views
@Riot: Progress Report on Gangplank - League of Legends Community

Hello there.

Now that Gangplank's rework is done and we got enough time to try it and master him at a correct lvl, I would like to know what do you think about the new gameplays and builds for GP ? And consequently, what could be conceivable to change ? Of course I still thank a lot Riot and the team who worked on him as they succeeded to combine most of players expectations (cf. the link) about the champ, maybe a bit more than they expected, that maybe explains why he is now perma banned at high elo xD.

Before the rework:

For GPs versatility, I think it is good to remind some builds (as he can do any roles):

  • Glasscannon for max dmg on Q.
  • AD bruiser to tank and make some dmg with Q.
  • Tank/CC to tank and slow a lot.
  • AP GP for fun and crazy heal. (but lich bane nerf + RNG on ulti dont help)
  • DMG/Lifesteal for good damages and sustain (it is fun with Q).
  • CD GP to spam your skills (more pressure with frequent Q/R, and heal/buff more often avalaible)
  • Support GP (build depends on your needs and preferences)
  • korean GP: tanky and a good duelist for medium/long fights.
  • Etc...

Of course some roles and builds are still current as: AD bruiser, Glasscannon, CD GP. But finally it seems it sums up the most viable and relevant builds, roles and so, lanes.

All attack speed builds are now "useless" (or at least not relevant as you have nothing to apply (passive is used 1/2 times in a trade most times), excepted glasscannon if you buy phantom dancer also for the crit chance which makes you strong for skirmishes).

Tank/CC: in a way, the new GP scales on HP (missing health with oranges) but if he builds tons of HP he won't be able to depush enough easily with E and so loose an important input of gold and Silver Snakes (SS).

AP GP: the ult has now more reliable damages and can do interesting damages to finish someone with Death's Daugther or start with noticeable damages on the opponent team. The next waves of the ult can deal welcome damages with the Fire at will upgrade and an AP build (overall with a Liandry). His kegs also proc Luden's echo and Liandry but the low damages they have with AD scaling (with an AP build) make them more as a slow, reset on passive and proc of the Liandry. That also results in a harder way to farm and stack gold and SS. Always the problem of low damages on Q with AP build, of course.

Support GP: if kegs bring some vision and possible cc, the main problem is the SS stacking. As you can't farm, your SS never stack (or so few).

That's said, it means that GP can play less roles than before and has less builds/gameplays.

His new kit (high AD ratios + SS stacking + gold stacking with kegs + explosive possible damages with kegs) tends to force him to build in an offensive or very offensive AD way. So, when you see a GP you can now guess +/- what he'll build and where he'll play. He lost some part of his versatility, I found. Now he's good as toplaner, can be plaid as midlaner or pseudo-adc, but jungle/support are a bit non sense.

Considering the incoming changes (from pbe) on GP:

  • Q doesn't refund mana anymore if the target is killed by Q
  • Less base HP but a bit more HP per lvl.

I would like to propose those ideas to adapt GP:

  • Make the support masteries tree more interesting for GP by giving him the ability to plunder SS with the pickpocket mastery (as it "plunders gold" on the opponnent).

By this way GP supp will be able to stack some SS and get more utility with his ult as a supp. It could be also interesting for classic laning phase where you know you'll get trouble and get a hard laning phase. Be able to stack some SS on the opponent to reduce a bit his aggressivity with Q and farm with AA allow you to don't be too much behind. On the other hand, you don't have 21 points in the offensive tree which means you'll have less damages overall for mid and late game. It's a choice.

With the loss of mana refunded on Q, this change could be interesting to make support tree masteries more viable for GP. (CD, mana, MS, gold, pots, lifesteal, so much interesting in this tree for GP)

  • Add some AP ratios ? (and possibly decrease a bit AD ratios and increase a bit base damages on Q/W ?)

Something like: +0.1/0.15 AP on Q, no impact for AD builds, a bit better able to trade with AP build +0.4 AP on W (still do physical damages), no impact for AD builds, give some damages and easier farm with W when you play AP 0.1 -> 0.15 AP ratio on R ? Would make more significant damages with an AP build (overall at the beginning of the ult with Death's Daughter as it's hard to keep someone 8 seconds in your ult area)

Better damage output for AP GP (full AP/tanky AP will depend of what needs your team) and laning phase would like him. The suggestion in brackets is more about tanky builds and making their farming easier or anticipate some nerf on damage output.

  • Keep GP in mind for the changes on adc itemization. (Main melee champ concerned by it) Even if I guess it's already the case :P

I've a special thought for this item : item 3508 It would replace BT more often if there was a pre-version of this item (cheaper and less effective, of course) that refunds mana and if the final item has more lifesteal as 10% is too low, to my opinion. (maybe 12-14% would be more noticeable)

Considering the changes on PBE and a possible SS/hit with pickpocket mastery, this item could come back as a great item in some builds.

That's all for my ideas on Gangplank.

In conclusion:

I notice that GP has lost some "flexibility" in his roles and builds and moreover his new kit (+ratios) tends to "select" his builds than the contrary. I don't request particularly a nerf on the critplank but if players complain about too high damages on critplank, instead of just making it harder to reach the late game (by some nerfs (nerves ?)) maybe it could be more interesting to move a part of his power to other builds/roles. (decrease a bit AD ratios, compensate by better base damages on skills and/or adding AP ratios - I talk mainly about Q and W -) By this way he would become again one of the most flex picks and hard to anticipate (which build he would take, etc). :D

Thanks for reading and what do you think about it ?

Note: since rework I didn't play bruiser anymore, my main build is: item 3078 item 3031 item 3158 item 3142 item 3072 item 3046
and to finish, instead of boots: item 3065 /item 3110 / item 3742 So much damage output. :D (better when you're ahead, of course)

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