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-The MF buff to W sounds really nice, I love it.
-I don't like the gp changes (surprise) I'm not sure how E is supposed to be useful if it takes 1 enemy auto to diffuse it (as appears in the demonstration video) hopefully that isn't final. New passive seems like straight up a worse version of his current passive so outside of buffed ult late game and easier farming, which wasn't exactly a struggle for gp I'm not sure what is good here, especially since the wording of his passive seems to specifically exclude parrlay on-hit
-Toy soldier gangplank should use the old model as it fits the theme better, the new one actually looks worse in this regard.
Whenever Gangplank places an explosive barrel, enemies also have the opportunity to attack it in order to defuse it - it's a race to the finish to see who gets the final hit which can end in an explosive finale or a sputtering dud.
ok so it has an amount of health >1 but I still think it sucks if he doesn't have an advantage in killing it.
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Look at the video, it has 3 HP and loses 2 in a countdown manner.
What you all missed is that this reintroduces deny in GP's gameplay! ... against him this time. 
That Trickster Glass item is awesome. I'd really like to see a good support-ish item with that active.
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If his passive actually isn't procced by Parrley, that'd be pretty goofy.
Wonder if all this black market stuff is a way to test potential stuff for SR?
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they need to add a modifier to Parrley to automatically one shot barrels for it not to be worse than current Raise Morale, which is already a fairly bad spell
On July 08 2015 04:52 Caiada wrote: If his passive actually isn't procced by Parrley, that'd be pretty goofy.
the use of the phrase 'melee attack' over the more common 'basic attack' is ominous and seems intentional. The common language throughout League tooltips is 'basic attack' on items like sheen, mallet etc.
put the melee factor together with the fact that it's a speed buff and not a slow, and not permanent and the true damage pretty much needs to in line with 3 stacks to not be a big nerf. crucially it has a cooldown so if shooting a barrel consumes his passive (we don't know) he has no reliable way of ever autoing a hero in a 1v1. this would refresh it so this is probably the intended way to land the passive
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The E rework seems totally stupid on paper and Q not proccing the passive makes no sense. The only thing it helps is his wave clear but if enemies can just blow it up then who cares?
also think him losing his slow on passive for a MS increase is a nerf as well. GP's MS is fine since hes usually getting tri and shiv but he has 0 CC besides ult
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So basically with this new gamemode they tried their hardest to be dota?
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Shooting a barrel resets his passive, it's been written. The point seems to be something like auto to harass or punish a last hit, applying passive, use it to drop an E behind them, either they try to defuse it and stay to fight you, or try to run and you can get the damage+slow, Q, use the refreshed passive to chase some more.
Also they said GP has longer than average auto range (standard is 125, some champs like Xin have 175 and iirc Tahm Kench has 200 or 225), so if he wants to just explode a keg, he can place it in a way such that you shouldn't be able to deny it from him. It's if he wants to drop it near enemies that it becomes hard.
Alternatively, depending on the cd, and if they have a duration, maybe he can set up short chains starting behind/inside his team, so if you try to initiate or chase he can use them. Or if a fight starts, he drops a keg in range of an enemy and one keg of the chain, then shoots another keg to trigger the chain explosion because the new keg drops to 1 HP so it can't be denied. Or when you're about to start nashor or drake you get some kegs ready and if the enemy moves in to contest, keg near them+shoot another one.
Of course it also depends if you can Q a keg to detonate it.
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E depends on what the damage/slow looks like. Hiding it is easy enough, honestly, though it might be really awkward out of lane. But that also depends on a bunch of numbers we don't know yet. CD (better be decently short), duration (seems infinite), maximum (hopefully also infinite with how weird the usability is.) Could lead to a lot of goofy jungle stuff, gank paths/support, so on. The slow also looks like about 50% for 2 secs, which is solid.
Q not proccing the passive, I dunno. It'll probably be a large boost of speed, if so. Old passive sucked because stacking it three times was garbage unless you were already in range for the auto reset. In which case, you'll get likely the same damage, probably proc new passive twice if you use E properly, and if their balancing makes any sense, a larger speed boost than the 21% slow.
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Riot must be getting lazy, MF didn't get a rework-- she got some QoL changes. E removes slows, Q does a little more deeps, and her passive scales...
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On July 08 2015 05:23 ticklishmusic wrote: Riot must be getting lazy, MF didn't get a rework-- she got some QoL changes. E removes slows, Q does a little more deeps, and her passive scales...
Or she already got a rework not that long ago and they stated this was only some minor gameplay updates to coincide with the visual update lol.
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On July 08 2015 05:19 Alaric wrote: Of course it also depends if you can Q a keg to detonate it.
I understood their writing to mean that you can E->Q for AoE Parrrley gold.
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On July 08 2015 05:20 Caiada wrote:Old passive sucked because stacking it three times was garbage unless you were already in range for the auto reset. In which case, you'll get likely the same damage
crucially old passive is effectively permanent so 'if you are already in range for an auto reset' there is literally no way for the new passive to result in more damage (including the extra aa damage the slow would allow for) it's a fight to the death if you want it to be.
there may be ways to put out more damage with E combos and whatnot that we haven't discovered yet, but purely passive vs. passive, the true damage basically needs to be in line with pre resistance 3 stack grog to not be worse.
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Old passive is part of what let him cheese kills at lvl 1/2 in lane because he could aa + q + aa for insta 3 stacks which slowed and prevented escape
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The E change reminds me of Gragas' charge up mechanic on barrels, which makes me not like it much, because now Gragas is very WE centric because Q is unreliable for damage, and I feel like new GP E will be very unreliable as well.
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Magic -> true damage on his passive could make some interesting things happen
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less interesting than slows, 0cd or ranged application I assure you
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On July 08 2015 05:31 Slusher wrote:Show nested quote +On July 08 2015 05:20 Caiada wrote:Old passive sucked because stacking it three times was garbage unless you were already in range for the auto reset. In which case, you'll get likely the same damage crucially old passive is effectively permanent so 'if you are already in range for an auto reset' there is literally no way for the new passive to result in more damage (including the extra aa damage the slow would allow for) it's a fight to the death if you want it to be. there may be ways to put out more damage with E combos and whatnot that we haven't discovered yet, but purely passive vs. passive, the true damage basically needs to be in line with pre resistance 3 stack grog to not be worse. another solution could be to give the passive an AD ratio so that it scales better since the current passive only scales with levels
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United States37500 Posts
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