Talk:Gangplank/@comment-69.153.132.98-20110727054432/@comment-50.103.35.183-20110728183349

Actually, it's the slow that's bothering everyone; not the poison directly. I suggest either: -Nixing the Parrley on-hit effect (to nerf his broken chasing ability) OR -Reducing the max passive stacks to 3 (with 7% slow per stack, to a max of 21% slow; which is quite manageable) and then increasing the passive's magic damage more only for the LATE game. This will kill the nice looking linearity of the formula, but it will bring Gangplank's passive back down to being both manageable in ganks and it will nerf his insane early-game jungling.

If they do that, they could revert the changes made to Parrrley's bonus gold, since he won't be killing jungle creeps quite as quickly, and thus won't be turbo farming the entire game.

The only other proposed nerf I could make would be to allow Parrrley to still allow Crits, but only at 1.5x total damage instead of 2x. Critplank wouldn't disappear (Infinity Edge's damage alone on Parrrley makes it very strong), but it would scale back his stupidly high ranged DPS on what is currently one of the absolute best nukes in the game.