Gangplank Rework Ideas
These are my ideas for the eventual Gangplank rework. There's nothing really "wrong" with Gangplank, he just feels slightly un-interactive to play. People who like him often like him because of his versatility, not necessarily any raw power. I'll stress that I'm not an expert, and these are simply some ideas I had for him.
THE PASSIVE Gangplank's current passive can be handy early on, but is only somewhat useful later for its slow. Thematically it makes almost no sense at all; he is sticking rum on his sword and... it helps? Looking around, you won't find much love for Gangplank's passive. Here is my idea for a new one:
- New Passive: Hatred of Scurvy Whilst in combat, Gangplank eats oranges obsessively. He heals for 0.5% of his missing health each second and has 10/15/20% Tenacity while eating them. This does not inhibit his fighting capabilities in any way. He is so awesome that he continues eating oranges while thrown into the air, smashed against walls, mauled by werewolves, etc. (Another passive idea would be to keep the oranges in his base kit and add a new passive - 'Scurvy' which gives Gangplank stacks of Scurvy whenever he attacks, healing him when he W's.)
This new passive means Gangplank can have a new active ability without tampering with his oranges. (:D) It rewards him for staying in combat, shows off both his skill in eating while fighting and his appreciation for oranges, and stands out in your head. It also retains some of the anti-cc nature of his old w by giving him free tenacity based on level.
THE Q By contrast, Gangplank's Q makes perfect sense thematically. What self-respecting pirate doesn't have a pistol? However, a lot of players would expect the point-and-click nature of it to be changed to a skillshot with any update. I can kind of see why; it offers more interactivity as a skillshot, but it obviously needs a bigger benefit if you still manage to hit with it.
- Q: "Parrley" Due to the nature of Gangplank's negotiation habits, he shoots a bullet from his pistol in a line after .25 seconds. If it hits a target, it deals 20/50/80/110/140 (+100% Attack Damage) physical damage, slows by 20% for 2.5 seconds, applies on-hit effects and can critically strike. Killing an enemy with "Parrley" grants 4/5/6/7/8 bonus gold and refunds half the mana cost.
This change makes the Q a skillshot, deals more damage if it hits, and has a stronger slow than his old passive gave it. Still applies on-hit effects, still gives bonus gold and mana if it kills the target. This change may prove troublesome when trying to poke, due to the availability of minions and its newfound dodgability. Extended range would be included with this, simply because it is no longer point-and-click.
THE W Gangplank's current E would make sense as a W, since the W slot can and does include steroids. E is more about secondary damage sources, cc and mobility. These changes to his old E/new W mean he now has to lead the charge in order to give allies a movement speed boost. Conversely, he has to be the first coward running for his life to lead a successful retreat.
- New W: Rallying Shot Passive - Gangplank's base Movement Speed is increased by 10/20/30/40/50. Active - Gangplank fires a rallying shot into the air with his pistol, increasing his Movement Speed by 13/16/19/22/25% for 5 seconds. Nearby allies receive this bonus when moving toward Gangplank. (Another option is to move the team buff effect to E, making the W active still give MS but also remove crowd control.)
The ability is now more interesting than a simple steroid, though it now offers only mobility and does not include attack damage. As a side note, since the cast delay on the skill has been a nuisance for a while, making it so that it does not prevent Gangplank from moving during the delay would be both practical and realistic.
THE E So, now that we have one of those precious ability slots open, what should we do with it? Hmm... Well, I thought about it for a while, and couldn't help but remember pirates swinging from ship to ship on a rope from Pirates of the Caribbean. Well, Gangplank being League's only pirate, why shouldn't he do that? It's cool, it's memorable, it's flavorful, and it works. (From Fizz, we have seen what two mobility skills in a base kit can do, but a delayed dash and a haste doesn't seem as bad one short dash/invulnerability and one long dash.)
- New E: Boarding Rope A rope conveniently swings down from the sky after .4 seconds, during which time Gangplank stares blankly at the sight. He grabs it just as it swings by him, moving 700 units before he lets go. Any enemies along his path are struck by his scimitar, taking 10/15/20/25/30(+60% Attack Damage) physical damage. If he is hard cc'd before he can grab the rope, or after he grabs it, he cannot grab it/keep holding on. (Suggested change: add either a knock-aside effect and/or increase movement of allies moving along your path for a few seconds.)
Some of more thematic-minded of you might be going "Huh? A rope from the sky? That's weird." and some of the more critical of you might be thinking "Wow. A delayed dash. That's worthless." Well, visually he needs time for the rope to show up, so a delay is necessary. Also visually, Elise's Rappel shoots a web into the sky that she uses to grapple upwards. It is inclined that there's a branch up there somewhere, so why can't I incline that there's a mast up there somewhere? The delay can be shortened, the damage can be changed/removed, the cooldown can be long, a.k.a. nothing's set in stone. But I like the idea, and I think it can make Gangplank more fun to play.
THE R And then we reach the topper on the cake: Gangplank's ultimate. It's a very cool ability, and one of the only remaining global abilities in the game. The damage is lackluster unless GP buys AP, but it's necessary for the damage to be somewhat weak the way it is. It's a global damage/slow; without any numbers, it sounds strong already. This is just an idea to make it feel more like a cannon barrage should, but it's not necessary for the rework as a whole.
- R: Cannonade Gangplank screams "FIRE!" to his ship, causing it to hammer any area on the map with cannonballs after 1 second. After that second, a wave of cannonballs deals 175/220/260 (+75% Ability Power) magic damage to enemies in the area. For 7 seconds thereafter, enemies in the area take 75/120/160 (+25% Ability Power) magic damage each second and are slowed by 25%. Gangplank can be heard laughing in the distance as cannonballs stop raining.
With this change, your enemies start to realize what cannonballs feel like, the ship's crew has much-needed time to fire the cannons, and its feels better as an ability. Well, if you hit with it anyway. There's a chance enemies in the area can dash/flash out with no penalty at all now, which is worth considering. This isn't integral to the update, it's just something I thought up.
So, those are my rework suggestions. I'm by no means a seasoned video-game balance expert, these are just some ideas I thought were neat. Leave your comments below, upvote if you liked the post. Thanks for reading.
Edit: Added the Q range buff suggested by Arrevax.
Edit: Added some ideas from Darth Valer.
Edit: Moved D.V.'s suggestions from the end of this thread to their respective places in the thread itself.
"Enjoy yer visit to the depths of the sea, land-lubber!"

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