Gnar Rework Concept
[Insert Greeting]
I'm not very good at introductions so I'm just going to jump to the point.
Any of you that have played
Gnar should know this: Gnar is a top laner who spends most of his time as Mini-Gnar a mobile, squishy poker who can deal % health damage from a range by stacking autoattacks, and doesn't use mana. Any damage Mini-Gnar deals or recieves gives him Fury. When Mini-Gnar hits 100 Fury, he turns into a tanky, melee disruptor monster called Mega-Gnar, who has a crapton of CC and a new set of abilities. Mega-Gnar lasts for 15 seconds before turning back into Mini-Gnar.
What makes Gnar a hard champion (compared to similar champions like
Jayce or
Nidalee) is his inability to directly control his transformation into Mega form, a form with a lot of exploitable weaknesses such as being very slow moving and having dirt poor attack speed. Managing the Gnarbar of Fury is the most anti-fun, stressful part about playing Gnar, in my opinion.
The goal of this rework is to change the way players manage the Gnarbar, so that it is less frustrating. Only Gnar's Passive and Ultimate will be changed, leaving his Q, W, and E untouched. Original descriptions of Gnar's kit are in normal font while conceptual ones part of this rework idea are italicized.
[Passive] Rage Gene
FURY: While in Mini Gnar form, Gnar generates 4/7/11 Fury over 3 seconds every time he deals or recieves damage, and 0.5/0.75/1.25 Fury every time he damages at least one enemy with a basic attack or [Q] Boomerang Throw, quadrupled to 2/3/5 Fury against enemy champions. Gnar's Fury decays if he has not dealt or recieved damage in the last _ 15 seconds while on the move, or the last 7.5 seconds while standing still and/or channeling._
RAGE GENE: When Mini Gnar reaches 100 Fury, he gains access to an alternate set of abilities, which share his abilities' cooldowns. After either 5 seconds or upon casting an ability, Gnar transforms into Mega Gnar for a minimum of ten seconds (based on the rate in which his fury depletes, which is 10 Fury per second) as his Fury depletes. If Mega Gnar lands an ability on enemy champions, he gains 10 Fury for every champion hit. If there is only one lone enemy champion in Gnar's range, Gnar gains 15 Fury every time he hits that champion with an ability. Once his Fury is exhausted, Gnar reverts back into Mini Gnar, retaining the same health percentage, and becomes tired out for 15 seconds, during which he cannot gain Fury.
Notes:
- In this reworked passive, Gnar's Fury decay system changes, with different sets of rules for two occasions: one in which Gnar is mobile but also out of combat, and the other when Gnar sits still or is channeling (i. e. Teleport or Recall). When Gnar is out of combat but also mobile, the Fury decay begins at 15 seconds, 2 seconds longer than what it is now, while when Gnar is sitting still/channeling, the decay begins at half that time.
- If a player wants to keep Gnar in Mini form longer, they can simply allow him to sit still for a few seconds so that the Fury decay can kick in faster. If a player wants to push toward the Mega Gnar transformation, they can simply make sure Gnar stays mobile throughout laning/combat phase. This makes the Gnarbar more manageable for a player than it is now. These effects apply to Gnar in both his forms.
- Uh oh. The duration of Mega Gnar via RAGE GENE has been reduced from 15 seconds to 10 seconds in this rework. But there's a catch. For every enemy champion Mega Gnar lands his abilities on, he gains 10 Fury. In Mega form, Gnar depletes 10 Fury per second. That means for every champion Mega Gnar hits with his abilities (which are AoE abilities), Gnar gets to stay in Mega form for an extra second. Furthermore, if Gnar is against a lone enemy champion, he gains 15 Fury instead of 10 every time he hits than enemy champion with an ability. Thats an extra 1.5 seconds in Mega form.
[R] GNAR! Cooldown: 120/100/80
MINI GNAR - PASSIVE: [W] Hyper's bonus movement speed and [Q] Boomerang Throw's on-catch cooldown reduction are increased.
MINI GNAR - FIRST CAST: Mini Gnar instantly gains 100 Fury and a temporary speed boost, adopting a new set of abilities as well as transforming into Mega Gnar after 5 seconds or upon casting an ability. Unlike his transformation via his Passive, Gnar stays in Mega form for a flat 20/22.5/25 seconds before turning back into Mini Gnar. Once in Mega form, [R] GNAR! can be recast after a 2 second delay.
MEGA GNAR - SECOND CAST (First Cast if Gnar transforms via his Passive): Gnar knocks all nearby enemies in the target direction, dealing physical damage and slowing them by 45% for a short duration. Enemies that hit terrain take 50% increased damage and are instead stunned for the same duration. Before Mega form ends, [R] GNAR! can be recast a final third time after an 5 second delay.
MEGA GNAR - THIRD CAST (Second Cast if Gnar transforms via his Passive): Mega Gnar eats a delicious berry that immediately reduces his Fury to 0, also giving him a shield equal to 5% of his base health for 5 seconds. After 5 seconds, he transforms back to Mini Gnar while retaining the same health percentage and losing the shield. Gnar will be tired out for 15 seconds, during which he cannot gain Fury.
Notes:
- In this reworked ultimate, Gnar, if in Mini form, can immediately gain 100 Fury to activate passive RAGE GENE. Only this time, Gnar stays in Mega form for a lot longer than when activated by his passive, at a flat time of 20/22.5/25 seconds (depending on the ultimate ability's level).
- These features make Gnar's transformation system more on par with the transformations of Jayce and Nidalee (the difference being that it has a sizable cooldown), and makes the control of Gnar's transitions a lot less stressful.
- Current Gnar has some trouble transforming at the right times, which is usually during certain periods of a teamfight. This will fix that problem by allowing the transformation to take place as part of Gnar's ultimate.
- If the first cast transformed Gnar to Mega form, the second cast (recast) is the same as Gnar's current ultimate, (which can only be activated in Mega form). If Gnar transformed because of his passive and not his ultimate, then his large AoE knock is cast first, and there is no 2 second delay between the transformation and the damaging ability.
- The final cast (second or third depending on whether Gnar transformed through his Passive or ultimate) gives Gnar a small shield, followed by his transformation from Mega Gnar back into Mini Gnar after a 5 second delay. You can cast this 5 seconds after you have used your damaging ultimate in case you need make an early escape, and can't wait until Mega Gnar's full duration runs out.
- Because of all the delays, the minimum amount of time Gnar stays in Mega form via his ultimate is approximately 12 seconds (about 10 seconds via his Passive).
You are welcome to comment your thoughts and criticisms. Actually, I really encourage this.