Riot, please fix your egregious design oversights this patch.
Reposting this thread here for MWAB to possibly pick up and run with.
Azir: No longer has a passive on the Crystal Scar. Give him something.
Gangplank: Needs alternate (non-Q) revenue streams for silver serpents based on map, or upgrade price reductions (or both)
As-is, I can see him getting 1, MAYBE 2 upgrades over a full game of TT. Lower the upgrade price to 250 per and you should be ok. TT still has laning and farmgrind like SR, just in much shorter bursts.
The real problem is that he's going to have 0 upgrades on Dominion and ARAM. Even if he goes bot lane, the only Dom position that ever touches a minion, he's only going to kill 100 before the game ends. Out of those 100, let's be overly generous and say 75 were killed by Q or E->Qs. Counting the fact that some of those are at earlier levels before Q is maxed as about a 20% loss in overall serpents, that's 480. The game ends before his first upgrade even in the only minion-adjacent position. Granted he is a better fit for bot now with his new E and SHOULD probably lane there, do you really want to force him into a role that hard? A role that only 1 player on each team of 5 can play? Not even accounting for the chance of needing to swap, which can be fairly common especially in blind matchups.
And of course, ARAM puts him in a position where he is simply unlikely to touch a minion before allies waveclear it all out from under him. Add on the fact that if he's far enough forward to Q a minion he's well in enemy poke range and should ideally only move there when he can Q one of THEM instead of a worthless minion.
So, the solution? Dominion and ARAM should grant a full 500-serpent stipend every time he ranks up his ult.
Alternatively for Dominion, lower the price to 150 per upgrade (bot GP can now afford it normally), and have health relics grant 20 every time he picks one up. This allows top GP a different way to "farm" his ult up.
While you're reprogramming the relics, have them give stacks to other champions who need it too. Stacks for Nasus (desperate need, should have a fairly high value) health for Sion (Slightly less dire than Nasus, moderate value. Also can you buff the turning speed on his ult for Dominion to be actually useful? It needs to be able to wind through the Dom jungle.), AP for Veigar(and maybe change Q's champion bonus from kill to takedown, that would leave him reasonable top), a few stacks for Cass (just a few, she's moderately ok as-is due to tons of poisoning, but she's overall just an average pick top and a little extra can't hurt.), and anyone I'm forgetting or future champions you decide just have to have a "stack" mechanic.
Other older Dominion issues you never bothered addressing:
Thresh. 4x was clearly OP because he could start bot, farm a bit, then swap top and be a monster. Leave souls at 2 stacks per, but change champions to drop 2 souls each on death (3 for Nunu?) so top Thresh can scale properly while bot stays relatively weak.
Bard needs around 3-5x stacks per chime, whatever balances well that he can scale his autos properly for combat to remain a reasonable threat while tanking, after his one and only combat ability is spent.
Reduce Cho'Gath's feast stack loss on death to 1/3 rounded down from 1/2 rounded up. Death is far more common, especially relative to cooldown timers, and should be treated appropriately, not overly penalized.
Nerf Urgot. You haven't done a round of map-specific balancing in AGES, despite buffing the crap out of him, already a top tier threat before. Get some nerfs going for this guy.
And from now on, when you design a new champion, run it by each map's team first so they can point out the obvious issues and needed tweaks to get things to work there. There's no excuse for a company in your position to be releasing broken content like this. You can do far better.