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.
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.
Tomorrow’s patch includes some very welcome changes to CC-reduction, which I’ve covered in another post, but also some unexpected changes to champions. Shen’s getting a damage tweak, Karthus is getting a small nerf, as are Jarvan and Nocturne, while Gangplank is getting a buff. Along with the champion changes, Sunfire is getting a nerf and Wit’s End is catching what I can only consider a buff.
I’m not sure why Riot thinks Shen, or any tank for that matter, needs to be able to carry games, but that’s the context given for Shen’s upcoming damage tweak. Vorpal Blade and Ki Strike are getting an initial nerf but will now scale better to “let Shen carry but not deal a ton of damage without trying.” I get that with the Vorpal Blade change, but Ki Strike scales with his HP, something he’s likely to itemize for in most any situation. Like I said, I don’t get the change, but I’m hoping the Vorpal reduction will be enough to counterbalance what could be a very strong late game Ki Strike.
Karthus is getting a basic AP ratio nerf to his ult and a duration nerf on his passive. Essentially, killing him will actually reduce some of the damage he does, though not by a ton. I don’t see Karthus much these days, but I know he’s made it into a few high-level matches recently. I’m guessing the changes are coming as a result of his presence there.
Jarvan’s getting a much needed damage nerf to hopefully force him to build for damage before dishing out crazy burst. I’m curious to see how the numbers will work on this one, so I’m not gonna say too much about it. Nocturne is getting the same treatment – damage nerfs to his highest ranks of Duskbringer and Paranoia, which will hopefully tone him down a bit.
Gangplank is getting stat per level buffs to both his attack speed and armor along with an attack range buff. His Remove Scurvy and his Ultimate are getting cooldown reductions, and his ult will now have a better slow at early ranks. All of this is good news, but I wonder if it will really be enough to make him enjoyable to play. He still has low base health and his ult’s radius is too small for the way the cannonballs hit. It’s still unclear why Riot hasn’t just made it a larger version of MF’s Make It Rain at this point. I’ve seen a couple people say they don’t want it to be a global snipe, but making it unpredictable isn’t necessarily a more favorable situation. The guy who gets sniped by it won’t be consoled knowing that Gangplank’s next two ults didn’t work in other games.
Sunfire and Wit’s End are both getting some tweaks, though the Wit’s End changes are much more significant than Sunfire. Sunfire remains the same, just with a 5 damage per second reduction on the burn. Wit’s End has lost the mana burn, though it still deals the 42 magic damage per hit. In place of the burn, the item also grants the bearer 5 magic resistance on attack for 5 seconds, stacking up to 4 times. I think we’ll start to see Wit’s End much more often with the change.
I’m looking forward to testing the changes tomorrow. Check back for impressions and, as always, you can add me at “The Wiggin Boy” if you’re looking for some games.
Posts are going up unexpectedly late tonight – I’ve been working on two longer articles today and unfortunately they just aren’t done. Keep an eye out for those early next week. In the meantime, let’s talk about the Gangplank nerf.
Yes, I said nerf, because that’s just the most accurate term. Gangplank was already a bit of a niche character, occasionally effective in his ability to deny experience in his lane and set up jungle ganks. He struggled in teamfights from both an unreliable ultimate and his lack of mobility tools, especially when there weren’t creeps in the vicinity. His damage output was also typically unpredictable – occasionally through the roof but rarely consistent thanks to Parrrley. This rework did very little to address his biggest problems.
Raise Morale has lost its ability to deny creep experience, an admittedly broken mechanic when only one character in the game can do it. Removing that facet of the ability also meant Gangplank lost his ability to effectively lane. Because Parrrley grants bonus gold on kill, it’s best used every time it’s off cooldown, resulting in a lane push. Raise Morale gave Gangplank, who has low mobility compared to all the dashers in the game, the ability to lane against highly mobile teams by hanging back at his turret. For interested parties, Gangplank is one of three melee champions in the game to have neither a dash nor CC (slow/stun/fear – the terrible slow on his ult does not count). The other two champions are Mordekaiser and Garen, two of the most poorly designed characters in the game in my opinion. As far as laning goes, both these guys absolutely rock Gangplank, though Kaiser might push a little too hard.
The changes to Gangplank’s ult might be the most embarrassing part of his “rework.” The AoE is smaller, the slow is half as effective, and the random damage element is still there, though worse than before because the area of effect is so much smaller. Now, I’m no fan of global ults, but the fact that GP could blanket a lane with this bad boy every couple minutes was pretty nice. It could be fired quickly without a ton of regard for placement, a simplicity countered by the fact that it might not do so much damage. Now it has to be carefully placed, still does unreliable, often pathetic damage, and hardly slows the target. Gangplank has plenty of trouble getting to his intended target – he didn’t need a slow nerf to make things worse.
Gangplank needs a remake, not this rework crap. His ultimate is terrible, Parrrley is poorly conceived, and Raise Morale doesn’t give him the boost he needs when he needs it. His one good skill, Remove Scurvy, remains the only skill in the game that can break suppression, a feature that will likely be removed someday for the same reasons his deny was removed. I won’t be touching Gangplank again until he gets his remake.