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OTG's Season 5 QoL Suggestions

Creator: OTGBionicArm January 4, 2015 8:55am
Vynertje
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Lugignaf wrote:


What are best supports for him?

I've been playing him with Naut sometyimes, more as a joke that wneded up working, and it does pretty well. Do you want someone that all-ins or protects? Or helps him poke even?


Janna is by far the best. Helps him disengage/stay safe but also massively enhances his damage all game long. Braum is decent as well cause he has some disengage tools as well + supplements his ultimate very well. I also personally like Nami cause she is a little bit of a hybrid between braum/janna in terms of gameplay (combines poke/disengage with massive teamfight cc).

Basically you want someone that enhances his strong laning phase but can peel for him in late game.
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FalseoGod wrote:
Gangplank... R AP ratio should go down and instead have an increased slow.


Issue with that is the part where they piss off the whole TWO AP Gangplank players.
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As for GP:
  • Stronger passive scaling into lategame (no buff early, rather nerf early)
  • Q should have less mana costs but for that an increased cooldown early and should then always give 8 gold. A CD decrease for lategame could be possible as well. (But could be already enough buffs)
  • W should have reduced healing and reduced cooldown but no reduced mana cost so you can't use it for sustain.
  • E should either be remade to only target GP himself with way stronger stats or something different, or it should get a little increase overall.
  • R slow should increase with levels.
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GPS Q is fine for now, they made a change that refunds half the cost if you last hit with it, plus 8 extra gold each last hit with it before level 9 is a lot of gold for early game

W doesnt need to be nerfed to have a shorter heal and cooldown for the same mana cost, his base mana/mana regen would need to be buffed if that happened

E only needs to be changed so hes not standing around like an idiot when he uses it (dah lemme get moar movement speed by standing still for a few seconds) sivir got it with her ult so it only makes sense that GP gets the same thing

R does need a better slow
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DillButt64 wrote:
GPS Q is fine for now, they made a change that refunds half the cost if you last hit with it, plus 8 extra gold each last hit with it before level 9 is a lot of gold for early game

W doesnt need to be nerfed to have a shorter heal and cooldown for the same mana cost, his base mana/mana regen would need to be buffed if that happened

E only needs to be changed so hes not standing around like an idiot when he uses it (dah lemme get moar movement speed by standing still for a few seconds) sivir got it with her ult so it only makes sense that GP gets the same thing

R does need a better slow
GP's don't max Q tho, you only gain slightly more damage output and a lot more mana cost. Maxing W keeps the mana costs the same and gives GP waaay more duelling strength + sustain.

E definitely needs the standing still thing go away and maybe they can make the R cannons deal mixed damage and increase the slow per hit. Like:
"Gangplank's crew be shooting anywhere on the map in 7 waves of cannonballs, dealing 40/60/80 (+15% bonus AD) physical damage per cannon ball wave and slow for 20%. For each cannonball wave hit a bonus 4/8/12 (+5% AP) magical damage and 5% slow is added. The bonus effect stacks up dealing a maximum of 28/56/84 (+35% AP) magical damage and 35% slow."

PS: Numbers are just an example of what I had in mind, so high quality balancing not guaranteed
Change is gooooood
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Thats why I suggested my change for Parrrley to cost like 40 mana flat, still has the cost reduction if you last hit but for that the cooldown is now 12/10/8/6/4 seconds while giving 8 gold for every last hit as it has the increased cooldown.

Remove Scurvy would be like this:
16/15/14/13/12 seconds cooldown
50/55/60/65/70 mana cost
50/100/150/200/250 (+70% of ability power) heal

This means, to get sustain, your mana sustain will suffer.

An easier way to do that with the ultimate is to let it deal physical damage but apply his passive.
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NicknameMy wrote:
Thats why I suggested my change for Parrrley to cost like 40 mana flat, still has the cost reduction if you last hit but for that the cooldown is now 12/10/8/6/4 seconds while giving 8 gold for every last hit as it has the increased cooldown.

Remove Scurvy would be like this:
16/15/14/13/12 seconds cooldown
50/55/60/65/70 mana cost
50/100/150/200/250 (+70% of ability power) heal

This means, to get sustain, your mana sustain will suffer.

An easier way to do that with the ultimate is to let it deal physical damage but apply his passive.
Why would you want to nerf W? The spell is pretty much the only reason why he is playable toplane. Increasing the CD of Parrley to 12 seconds early game is a terrible idea as well. The moment that GP is the strongest is at lvl 1-3. Why would you want to take away the only aspects that make Gangplank playable?

The ult idea isn't terrible though, I'll give you that. Even though a grog soaked cannonball would be a bit weird :3
Change is gooooood
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Well, for that other aspects can be buffed, like Grog Soaked Blade to be stronger (the reason why he dominates level 1-3 anyway) and Raise Morale stronger. This way you force GP to me more interactive with his passive and E to apply pressure on the enemy with the combination of it, while not sitting back all the time, shooting at people from afar and then healing every damage. (no, we don't like AP Yi playstyle) You could even program some bonuses for jungle GP into it.

All these changes also make GP way more relevant lategame. Especially 1 second lower cooldown on Q.

A grog soaked pistol shot isn't weird, tho?^^
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NicknameMy wrote:
Well, for that other aspects can be buffed, like Grog Soaked Blade to be stronger (the reason why he dominates level 1-3 anyway) and Raise Morale stronger. This way you force GP to me more interactive with his passive and E to apply pressure on the enemy with the combination of it, while not sitting back all the time, shooting at people from afar and then healing every damage. (no, we don't like AP Yi playstyle)

All these changes also make GP way more relevant lategame. Especially 1 second lower cooldown on Q.

A grog soaked pistol shot isn't weird, tho?^^
Yeah grog soaked pistol is also a weird.

Thing is that the main issue with GP is that he doesn't have the luxury of surviving his lane in the first place without the huge sustain W offers. He also requires to perform auto attacks to deal damage which makes him a real easy target for CC and ganks. If he would have gigantic cooldowns on his Q, he isn't capable of farming without getting in a dangerous spot. He isn't able to survive harassment that comes from this dangerous spot because his W has increased mana cost and reduced heals. GP can't farm since it will basically kill himself and GP can't harass because his Q has a gigantic cooldown.

Your idea seems just to make his stronger moments even stronger and his weak points even weaker. That is not solving problems, thats making problems worse. Since your idea would probably cause that either he gets the lvl 1-3 trade and dominates the game or he doesn't get the early kill and he is fcked for the rest of the game.
Change is gooooood
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He should be a jungler anyway, his kit fits way more into that than into top lane.

Remember OP S2 jungle GP?

If GP would now have the stats of pre nerf S2 GP, he will be still UP though. He needs a mayor kit rework.

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