I had a few ideas for a Gangplank rework and i would like to know your opinions on it (Wall of text)
I think it goes without saying that our favorite pirate,
Gangplank is not in a good sport right, overnerfed two seasons ago due to his absurd gold scaling and power at instakilling squishies with crits but now he is just bad, nowadays with the new top lane hyper tank meta and the changes to
and
he just can't survive because his harass is completely meaningless, and if you try to play passive and farm with your Q you will run out of mana very quickly and this is not even to mention the teamifights where he gets his ass kicked by hyper tanks on the jungle and on top lane and he has no instant gapclosers to jump to squishies like
.
While his jungle style have been "restored" due to the changes to spirit stone (asides from early invades of 


he does normal) but he still gets outclassed by many other junglers.
So what i wanna do is rework his kit in a way that benefits BOTH top Gangplank and jungle Gangplank and giving him a kit that feels the same while removing the toxic mechanics on his kit, such as cast times on his E, permaslow/magic damage on his passive, the "lucky crit" on his Q, the RNG of his ultimate and his free stats on his E.
Passive
Grog Soaked Blade reworked into Black Spot
Gangplanks's basic attacks or abilities on a target marks it and "places the black spot", causing any further damage dealt by Gangplank increase by a percentage against that target, this percentage stacks up to 3 times, for 3 seconds.
Only one target can be marked for death at any time if hit by a basic attack.
What this does is, i wanna maintain Gangplank's core "increasing damage while attacking the same target" but allowing healthy counterplay for the opponent, since without an escape you will not be able to escape the permanent slow and magic damage on Gangplank.
Q
Parrrley
Passive: Gangplank gains additional gold each time he kills (either by a basic attack or an ability) a unit, and it's double if he kills an champion or big monsters.
Active: Gangplank shoots a target enemy with his pistol, dealing physical damage. If this ability kills the target, it refunds its mana cost. This ability cannot critical strike but it still applies on-hit effects (similar to
)
Removing his ranged crit was a bit too far, considering it was one of Gangplank's most iconic (and toxic) features so i decided to compensate by increasing his other most iconic feature, his gold gain, since it fits his overall pirate theme, also refunding mana cost will let Gangplank play in a more passive way in situations where he is no match for some champions (like tanky top laners) without completely running out of mana, while rewarding him by correctly last hitting minions (like
)
W
Unchanged
E
Raise Morale reworked into Dead Men Tell No Tales
Passive: Gangplank gains a stack each time a minion or a monster dies close to him, giving him additional Attack Damage and Movement Speed, the stack is doubled if it is a large minion or a monster. If Gangplank dies or activates the ability he loses all his stacks.
Active: Gangplank fires into the air, losing all his stacks but inspiring himself to gain additional attack damage and movement speed for 7 seconds.
The cast time has been removed.
In this case i decided to change his E in a way where he has to earn his "free stats" since it allows more gameplay and counterplay where he has to risk his damage and mobility in order to either engage a fight or disengage without letting him abuse his free stats, but giving him a chance to restore some of it if he manages to kill a unit or run past one so he can escape, whether you are in the lane or in the junglem rewarding good plays.
Giving buffs to an ally can also give him great contribution to his team, whether you gank a lane and want your partner to have more damage and mobility to get a kill, or when you feel someone on your can benefit from this buff better than you in certain situation, like ADCs during a teamfight
Also removing the team wide buff will allow more balance to it, like removing the cast time.
R
Cannon Barrage
Active: Gangplank signals his ship to fire a cannonball barrage upon a target 600-radius area for 6 seconds, granting vision of the area and slowing enemies inside it.
Cannonballs will drop over the duration, each one dealing damage to enemies and applying a stack of Black Spot within the radius.
The range will be global, however, the farther away Gangplank is, the less damage enemies take, this damage reduction is not affected to minions and the slow will persist regardless of where he casts it.
Removing the RNG on his ult made me think that it would be too powerful for a global ability, and since i gave him a passive that increase it if he catches people within the radius, it would be more rewarding for Gangplank's that use his ult more wisely and take the most of effect out of it, than trying to snipe people and hope the RNG gods to steal kill from your teammates.
Thoughts?
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