Talk:Gangplank/@comment-3493296-20140623230351

Gangplank only needs changes, no rework:

Passive: Let it stack 5 times again but let the slow scale through levels from 4% to 7%. As for the damage, just make it 1 per level per stack. This puts some power out of his ridiculous earlygame power while giving him lategame way more potential.

Q: Can stay the same, but I would let it cost 20 mana with no refund, let the CD scale from 7 to 3, give it a 5% to 25% percent bonus AD ratio and give it a crit modifier, which makes crits weaker at early levels (-0.6) and stronger at later (+0.2). This way, lucky crits no longer win the lane and again way more lategame power through higher scaling. Also the crappy mana problems are gone, they are also no longer needed because of the higher cooldown early.

W: Reduced heal, mana cost and cooldown, to put the importance more onto the cc-removal.

E: Just needs an overall increase in stats. Also, the cooldown should be lowered at later levels. This buff can be justified as his earlygame dominance is gone.

R: Levels should increase the slow. Also, if a cannonball hits, it should increase the slow. Finally, enemies which are in the area of the ultimate should constantly take halve the damage if not hit by a cannonball. This way, the ult stays random but provides secured damage and a good slow.