Category: Champ of the Week (Page 8 of 13)

Champ of the Week: Gangplank Wrapup

pirate_splash_3

The Gangplank Champ of the Week was definitely the most contested to this point, but that really didn’t surprise me. Gangplank is one of those champions that gets out of control in a way that is extremely frustrating to play against, but he’s also difficult to use to maximum effect. I think a lot of players feel like Gangplank is usually terrible to play against and terrible to have as a teammate. While I think Gangplank can be a strong toon, I think his big problem is the fact that his skills rely on random procs to be effective.

I’ve covered most of the problems with his design in earlier posts, so I thought it would be good to wrap up the discussion about Gangplank with what I think would be a good design direction for the champion. He needs more than just one simple change, for sure – he needs a few of them to really be a reasonable presence in the League.

I think the idea of a ranged physical nuke is fine for a melee character like Gangplank. Several other melee DPS share that trait – Jarvan, Pantheon, Mundo, Lee Sin, Nocturne all have one – but none of theirs have the ability to crit. The crit function needs to go away, plain and simple. I think an armor penetration debuff would be perfect for the skill. It would allow him to rely more heavily on a Trinity Force build, which gives him improved survivability, something he desperately needs. It would also give him a little extra teamfight utility, which, with the removal of his crit potential, would be pretty much necessary.

His ultimate also needs to become the kind of skill that deals reliable damage. Part of what makes a champion competitive quality is that the damage and utility they provide is predictable. That’s important for both sides of battlefield. If my teammates can’t reliably expect a slow or a stun when its needed, I probably need to pick a different champion. Similarly, opponents need to be able to predict incoming damage and slows. Obviously, Gangplank is problem in both cases. His ultimate and his Parley deal unreliable damage and his ultimate isn’t always a reliable slow. That has to change, either by making his ultimate slow anyone in its range and deal predictable damage over time – think Crowstorm – or by completely redesigning the skill.

The long and short of the Gangplank issue is that he needs to be a predictable force on the field. Until that happens, he will continue to frustrate players by underperforming and overperforming depending on how the dice fall.

Champ of the Week: Pirate Power

Minute Man Gangplank.

I was pretty surprised by the number of comments and the magnitude of feeling about Gangplank with my initial Champ of the Week post. He is apparently quite the hot topic, so I’m going to try to handle this as delicately as possible. I want everyone to at least understand where I’m coming from on Gangplank’s design before we discuss the specifics of his changes and why he has suddenly vaulted into the spotlight.

I want to start by saying that Parley is just bad design, plain and simple. It is too spammable, too good for farming, and too random. No skill hits like a Parrrley crit – not even Nidalee’s spear – in the early-mid game and for good reason. That kind of damage output is just silly on such a low-cooldown, low-cost skill. Period.

That said, this patch didn’t make much of a change to Parley. Very little was changed other than his passive, which is certainly strong, but I don’t think that’s the problem. The basic issue, as I see it, is as follows. Gangplank used to suffer from the fact that he had a very strong harass but abysmal damage if you got in his face. His passive was next to worthless, only good against a subset of characters that rely on healing, and honestly, if he was close enough to apply the debuff he was probably dead. Now fighting Gangplank in the early game is basically a DPS race, and it’s one he can often win, thanks to poking harass he’ll have on his target from Parley. It all comes back to the low-cooldown, targeted harassment from Parley.

Enough hate. Gangplank is a blast to play, and it’s because he feels like it’s worth it to engage a target. I think that’s a really good thing. His damage needs some tweaking to be sure, but he’s gone from being a character that was useful every 5 seconds to a champion I actually enjoy trying to set up a kill with, which I consider a huge success. I actually think he is incredibly close to a perfect balance point. He’s still extremely soft, which makes up for his damage output in most cases. I just think Riot needs to tone down his laning against low armor targets a bit.

I’ve tried the jungle thing a few times now and been mostly unimpressed by Executioner’s Calling. I’m sure I’ll have more on that later, but for now, I think he has much better lane presence.

Champ of the Week: Gangplank

Spooky Gangplank.

The latest patch brought another change to Gangplank, a character who has seen more changes in the last month or so than he has in the probably the last year. I really miss the days of Spell Pen Gangplank, back when he used to deal magic damage with Parrrley. Obviously it was problematic in design, but oh so much fun to play.

I’m really happy to see him get a new passive with the latest patch, even if he’s probably a little OP in lane now. Okay, he’s a lot OP in lane, at least against your average matchup. Still, I think it will be cool to take a look at what needs tweaked about his design, why the passive changes make him problematic, and the types of builds he can use to maximize his damage output. I’m especially interested in the latter. A lot of people think it’s Infinity or bust, but I’m a strong believer in Sheen, especially if you’re up against a softer target like Ashe or Lux.

I might take him into the jungle if I have a chance for enough games, but I’m already seeing him banned in the ranked/custom games I’ve been playing, so Jungleplank may get pushed aside. Check back later in the week for more on everyone’s favorite pirate.

Champ of the Week: Akali Wrapup

Nurse Akali

I wrapped my Akali Champ of the Week with four losses, none of which made me particularly happy. Two of the games featured serious trolling by my teammates, once in the form of AP Pantheon, once a Singed who intentionally fed. In another, the enemy team had Orianna, Janna, and a hugely farmed Irelia, not to mention a very farmed Gangplank. If I remember correctly, the final game my team had a leaver. In short, it was not a fun way to wrap what had been a mostly enjoyable week, but it did highlight some of Akali’s weaknesses.

I’ll start by saying that I think Akali is almost always a strong pick for a team. She has incredible burst and, provided your teammates can provide a little initiation, she can bring down a carry faster than anyone else in the game. She has a very strong laning phase, thanks to the cover provided by Twilight Shroud and the burst from Mark of the Assassin. With boots at level one, she can almost always get in range to nuke off some enemy health while staying healthy in the cover of Shroud.

That said, she can be countered, but that counter often leaves a team vulnerable to their own counter strategy. Akali does struggle against teams that can mitigate her burst. It isn’t healers – it’s the shielders that give her trouble. Orianna, Lux, Janna and Jarvan can all eat a significant chunk of her burst up front, which means she needs to slowly wear them down over the course of a fight. That’s okay in lane, where there’s plenty of time to set up a kill, but in a teamfight someone else needs to nuke those shields so that Akali can get down to business. If your team can’t do that for you, it’s going to be a tough game.

In my game against Janna, Orianna, and Irelia, there was so much shielding on their melee carry that it was impossible to burn her down. Also, Orianna does quite well against Akali, thanks to the combination of her shields and the AoEs she can use in Twilight Shroud. It takes some very careful play to outlane Orianna.

On the whole, though, I think Akali is among the strongest champions in the game. Once farmed, she absolutely melts anyone with less than 3000 health, and even those targets drop alarmingly fast. If I could change one thing about her, it would be to limit the refresh mechanic on Shadow Dance. As it stands, Akali refreshes her Essence of Shadow every time she gets a kill. I’d like to see it have some sort of activate, something like Master Yi’s Highlander. The skill could refresh Essences only while active, maybe for a period of 15-20 seconds. It would force Akali players to carefully plan an attack, instead of freely dashing all over the map. It would also limit situations in which Akali can get a kill, duck into brush to wait on a Shroud cooldown, and then blow anyone up that comes to find her. She wouldn’t snowball nearly as hard, which I think is exactly the kind of thing she needs.

Champ of the Week: g-g-g-godlike

An Akali Champ of the Week is exactly what I needed after the mess that is Mordekaiser. I’ve been spending some good time on the melee ninja, darting around the map and dominating my opponents. Where Mordekaiser felt dependent on my enemies, Akali allows me to focus on my own play. Every fight feels like a puzzle, working out just how hard I can hit an enemy to grab that last hit, refreshing my Essence of Shadow for a dash out from under turret fire and back to safety. I’ve only lost one game with her so far, thanks to a Singed player who thought he needed to troll. I was 20-4.

I have a couple buddies with whom I often chat about game balance. Whenever we’re talking about whether a champion is OP, we always talk about the two tiers of OP. The lower tier is a champion that is godlike in the hands of a skilled and attentive player. The upper tier is champion that any player, regardless of skill, tends to have a good game with. Akali is absolutely lower-tier OP. With even the most moderate farm she becomes a wrecking ball at level six, able to burst down just about anyone that isn’t a true tank. With a little bit of map awareness she can quickly take over a game, cutting down squishy champions and building a massive item farm. Once she has Rylai’s and Lichbane, very little can stop her.

I think I’m going to save the Akali counter discussion for another post. For now, I’ll leave you with my rune and build choices so you can start tearing up Summoner’s Rift. I use the runes pictured above, taking AP quints, 7 physical damage marks and two magic pen., flat armor seals, and flat AP glyphs. The total stat bonus is 6.6 physical damage (rounded to 7), 1.9 MPen, 13 armor, and 24 AP. With the 3 damage from offensive masteries, this gives Akali both her passive bonuses without any items, allowing me to take boots and three pots at level one.

As for build, I now rush Rylai’s exclusively. I tried Gunblade a few times, and though it was fun in the early game against single targets, Rylai’s gives her much more survivability along with a slow on every skill, not just a targeted nuke on a 60-second cooldown. From there, I take Lichbane followed by Deathcap unless I’m having serious survivability problems. As for boots, it’s really up to you. I like Sorcerer’s Boots, but I take Merc Treads often for the added survivability.

Check back this weekend for more on this amazing assassin. I’ll cover the characters that counter her best and some methods for being successful against a tank-heavy team.

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