Meddler (NA)
: Quick Gameplay Thoughts: February 13
Can you give us more context on the Gnar buffs? I really like the direction they're headed in. Are there concerns about balance with direct Gnar buffs and the reworked Conqueror?
Meddler (NA)
: Quick Gameplay Thoughts: December 5
Hi Meddler. MapleNectar mentioned on Twitter that you guys would be exploring changes to Gnar in the nearish future. Can you tell us anything about who would be working on it, if testing has started, and if updates would be posted to r/GnarMains?
: TLDR; Gnar does not need a weaker mini form, and buffing mega form won’t fix his problems. He simply doesn’t have solo carry potential anymore, even as a hyperscaling lane bully. Gnar is not really that strong, even though he scales hard... His strengths rely heavily on his team until late game, and if your team falls behind, Gnar will not be able to carry. His range is short, and his mega form is only as impactful as your team is. Gutting his mobility and %hp dmg will even further reduce his carry potential and make him easier to build against ({{item:3047}}). He simply won’t have enough time in mini form to do real damage. I personally think most of his problems would be fixed with a slight range buff as mini. That would give him enough reach to do more damage on his own without getting easily popped. His %hp could then get slightly nerfed if need be, as he’d be more able to poke down tanks and may need to be managed.
I disagree with almost all of what you said, with the exception that Gnar is weak right now and he's reliant on his team. Gnar has been a very frustrating champion to play against because of his kiting and how it invalidates melee champions, so I intentionally targeted things that make it difficult to interact with him. Increasing his range further would make it even harder for melees without multiple gap closers to fight with Gnar without simply dying. Making Mega stronger and Mini weaker would also promote strategic windows that could be played around. Gnar and his lane opponent could change how they play based on his rage, instead of Mini being better unless you're going for an all-in. Buffing Mega's teamfight impact while nerfing Mini would also focus Gnar's role more, which would hopefully lower the gap between pro and regular play a bit. Making Mini weaker might also increase the need to draft peel in champ select and make Gnar less generic. However, the increased coordination would probably offset these. If you'd like to talk more about theoretical changes that could be made, I'd prefer talking over Discord (nanobyte427#6944). As we're both people with pretty high Gnar mastery, I imagine you're just as invested in improving our champion as I am.
Meddler (NA)
: Quick Gameplay Thoughts: November 9
Hi Meddler. What are your current thoughts on Gnar's state, especially his historic gap in power between pro and regular play, as well as the current power balance between Mini and Mega Gnar?
Meddler (NA)
: Quick Gameplay Thoughts: October 19
Hi Meddler, is there anything you can share about the Gnar work that was cancelled and how you feel about Gnar's current balance of power between Mini and Mega? Would you consider doing a relatively simple changelist like: **Mini:** * Base movement speed -> 335 from 335-355 * Hyper % HP damage -> 6-12% from 6-14% * Hyper movement speed bonus -> 30-60% from 30-75% **Mega:** * Boulder Toss AD ratio -> 1.3 from 1.2 * GNAR! AD ratio -> 0.5 total AD from 0.2 bonus AD
Meddler (NA)
: Quick Gameplay Thoughts: October 12
Hi Meddler. Is there anything you can tell us about the Gnar work you tested out, and what did/didn't work about it? How do you feel about Gnar's current state, especially on the balance of power between Mini and Mega Gnar?
Meddler (NA)
: Quick Gameplay Thoughts: October 10
Hi Meddler. Is there anything you can tell us about the Gnar changes you tried out and what did/didn't work about them? What are your thoughts on Gnar's current state, especially on balance of power between Mini and Mega?
Meddler (NA)
: Quick Gameplay Thoughts: October 5
Hi Meddler. Can you tell us anything about the Gnar changes you tried earlier this year and why they didn't work? How does the team feel about Gnar's current state, especially on the balance of power between Mini and Mega Gnar?
Meddler (NA)
: Quick Gameplay Thoughts: October 3
Can you tell us anything about the Gnar work that was cancelled, such as what kinds of changes you tried and what did not work about them? You mentioned that no work was planned for Gnar; are you guys happy with his state or is he just low priority right now?
: Preseason Dev Update Number 2!
How does the team feel that Runes Reforged and plants have panned out?
Meddler (NA)
: Quick Gameplay Thoughts: September 26
Hi Meddler. Last week you told us that the Gnar work you had tried out earlier this year didn't pan out. Is there anything you can tell us about the sorts of things you tried and why they didn't work? Also, if you guys ever did try out work again, what would be the odds of a Rioter coming to r/GnarMains to talk about whatever work would be done?
Meddler (NA)
: A bit of Gnar work was experimented with early in the year. Sounded good on paper, had more problems than expected in testing from memory. Not impossible it gets returned to someday, but nothing underway or planned right now.
Thank you so much for responding! Is there anything you can tell us about the sorts of things you tried and why they didn't work?
Meddler (NA)
: Quick Gameplay Thoughts: September 19
Can you tell us if any work is planned for Gnar? Back in patch 8.4, Riot Endstep mentioned that some work was in development that never got pushed to PBE or live. “We have some really promising exploration for Gnar potentially coming in a future patch that we wanted to put in 8.4 but didn't have time to properly validate. It's intended to be a set of win-win changes to make Gnar's gameplay feel more fluid and rewarding but also give him more windows of opportunity to use against him and in general make playing against him a more interesting/fun experience - can't say more than that but personally I really like the direction. It's currently looking unlikely we'll get to it soon but I'm hoping we'll manage to get it in a future patch at some point.” https://boards.na.leagueoflegends.com/en/c/developer-corner/Js0ngspm-patch-chat-with-the-playtest-team-84?comment=00430000 Any information on this whatsoever is greatly appreciated, even if it's just that the work is cancelled. =)
: Preseason maybe. Better have added tonnes of counterplay though
More counterplay and less frustration would be great! I don't want Gnar to be in a state where people hate his existence.
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: September 12
A few months ago, a playtester mentioned that some larger kit work had been tested on Gnar, but was never released or revealed. Is there anything you can tell us about that? Since Gnar has consistently been stronger in pro play than in normal play, has work on him been deemed not worth dev time ala Ryze, Azir, Kalista? If you have time would you also mind reading through a theorycrafted rework I wrote up? https://www.reddit.com/r/GnarMains/comments/9ch3kv/does_gnar_need_a_rework/e5b82w3 Any answers to any of my questions would be greatly appreciated. It's always nice to hear from a Rioter even if it's not the answer I was looking for or if it's something as simple as you don't have anything you can tell us right now =)
Meddler (NA)
: Quick Gameplay Thoughts: September 5
A Gnar gameplay update was mentioned by a Rioter a few months back. Is there anything you can say about it, or if that's still a thing you guys want to do?
: Are you asking if a drawing done by a creature with the memory and personality of a 4-year old should be considered an accurate representation of history?
So Gnar drew the cave paintings? Could the larger yordles now be interpreted as yetis? If Gnar remembers fighting a Watcher, how did he make the cave painting afterwards? Or was the painting made after he broke out of the ice?
Meddler (NA)
: Quick Gameplay Thoughts: August 29
Is there anything you can tell us about the changes to Gnar? Also, is there any update on that work to Gnar that was planned a few months back? It feels really bad as a Gnar player to see our champion nerfed over and over again for pro play, especially when there haven't been any real attempts at fixing the disparity unlike Ryze, Azir, and Kalista.
Terozu (NA)
: Umm i dont remember that ever happening.
https://na.leagueoflegends.com/en/champion-preview/wonder-above Page 2 of Bard's microsite: "A horde of these creatures once enslaved the tribes of the Freljord. They smothered Valoran under glaciers and cast a shadow upon all of Runeterra."
: No problem! :-) So, a lot of this would be my opinion, until such time as we see more lore... It'd be interesting to know if he's become more aware of what happens when he transforms. I think, if he's learning, then it's going to be a gradual process - he's not going to suddenly start being aware, one day, if he wasn't before. The artwork showed his scrawled drawings of yordle-like creatures facing "the monster" with him, but we now know yordles don't have parents or siblings in the same way as humans do. They do, however, HUGELY imprint on other creatures, and consider them like family - as far as Gnar is concerned, he's very much always been about protecting his family and friends, whether or not they were literally yordles like him. (We do know, though, that there were other yordles living among the tribes to begin with. That's a huge new development!) I imagine he'd feel some kinship with Willump, and maybe Nunu too. Gnar was fascinated by yetis, so this would be great news for him to find one still around! Beyond that, he would probably idolize the great hunters and warriors of the modern era... if he knew who they were... I think Gnar is one of the few living beings in the whole lore to have absolutely no fear of the Void, or the Watchers. If he saw another monster like that, they better watch out! He's going to give it a walloping! (Whether or not he would survive is another matter altogether...) {{sticker:slayer-pantheon-thumbs}} Hope that helps!
Thank you for taking the time to answer all of these questions! Do you know if the link on the universe page to the cave paintings is intentionally broken or if that's just a technical issue? Is there anything more you can tell us about how Gnar's transformations work? Gnar is shown to be very strong, capable of breaking out of True Ice and effortlessly snapping trees, but you hinted he wouldn't necessarily match up well against void creatures. Is that because void creatures are stronger or because of the void's ability to corrupt?
Meddler (NA)
: Quick Gameplay Thoughts: April 25
A while back, Riot Endstep mentioned in a Patch Chat that there had been some work internally on Gnar and Jayce making them more satisfying to play as and against. Any chance we could get any sort of update on that, or if it got cancelled/iceboxed, what sorts of things were potentially planned? It would be really nice to see what the balance team considers to be the core issues with their kits.
Meddler (NA)
: Quick Gameplay Thoughts: March 30
“We have some really promising exploration for Gnar potentially coming in a future patch that we wanted to put in 8.4 but didn't have time to properly validate. It's intended to be a set of win-win changes to make Gnar's gameplay feel more fluid and rewarding but also give him more windows of opportunity to use against him and in general make playing against him a more interesting/fun experience - can't say more than that but personally I really like the direction. It's currently looking unlikely we'll get to it soon but I'm hoping we'll manage to get it in a future patch at some point.” -Riot Endstep https://boards.na.leagueoflegends.com/en/c/developer-corner/Js0ngspm-patch-chat-with-the-playtest-team-84?comment=00430000 Gnar doesn’t seem to be doing too well right now, either in solo Q or pro play. He has a high pickrate in pro play, but a low winrate in the current patch. Would the alluded to work be able to come back now that Gnar will probably need some balance changes in the near future? Can you tell us anything about the direction that was explored for Gnar? http://gamesoflegends.com/champion/stats.php?id=119&tournament=ALL&league=TOP5&season=S8&split=ALL&patch=8.5.&role=ALL
Meddler (NA)
: Quick Gameplay Thoughts: March 23
Any chance that a change could be made to attack move so that it doesn't make you walk the other way when a champion goes out of vision? Like for a short period after that champion isn't visible, attack move commands will still make you move towards where the target was last visible? Also, regarding champions that do well in organized play but not solo Q, is Gnar included in that list of champions?
Meddler (NA)
: Quick Gameplay Thoughts: March 21
“We have some really promising exploration for Gnar potentially coming in a future patch that we wanted to put in 8.4 but didn't have time to properly validate. It's intended to be a set of win-win changes to make Gnar's gameplay feel more fluid and rewarding but also give him more windows of opportunity to use against him and in general make playing against him a more interesting/fun experience - can't say more than that but personally I really like the direction. It's currently looking unlikely we'll get to it soon but I'm hoping we'll manage to get it in a future patch at some point.” -Riot Endstep https://boards.na.leagueoflegends.com/en/c/developer-corner/Js0ngspm-patch-chat-with-the-playtest-team-84?comment=00430000 Can you tell us anything about the direction that was explored for Gnar? Can you tell us anything about Frozen Mallet and general plans for it in the future (i.e. if it will be reworked, if it would be this year, etc)? In solo Q / pro play, Phantom Dancer / Runaan’s Hurricane have popped up as relatively common items for Gnar. Is the balance team generally ok with Gnar building some crit? Lastly, is the balance team happy with Gnar's current balance state?
: It still gives you mana regen as a constant stat in it's upgraded form. I'd say it's a bit different of a case.
HP regen, and Spirit Visage and Adaptive Helm both give 100% as opposed to the 150% from Spectre's Cowl passive. Also, old Righteous Glory built out of Catalyst the Protector and didn't keep the health / mana restore on level up. Serrated Dirk's Headhunter passive is removed when it is upgraded to any of the Lethality items. I'm sure I'm also forgetting more examples.
: Why does the lost chapter mana regent disappear once built into something else?
Meddler (NA)
: Quick Gameplay Thoughts: March 3
“We have some really promising exploration for Gnar potentially coming in a future patch that we wanted to put in 8.4 but didn't have time to properly validate. It's intended to be a set of win-win changes to make Gnar's gameplay feel more fluid and rewarding but also give him more windows of opportunity to use against him and in general make playing against him a more interesting/fun experience - can't say more than that but personally I really like the direction. It's currently looking unlikely we'll get to it soon but I'm hoping we'll manage to get it in a future patch at some point.” -Riot Endstep https://boards.na.leagueoflegends.com/en/c/developer-corner/Js0ngspm-patch-chat-with-the-playtest-team-84?comment=00430000 Can you tell us anything about the direction that was explored for Gnar? Also, if Gnar ever got a small rework, would it be possible to move Hyper to his ult passive and give him an active W? Can you tell us anything about Frozen Mallet and general plans for it in the future (i.e. if it will be reworked, if it would be this year, etc)? In solo Q / pro play, Phantom Dancer / Runaan’s Hurricane have popped up as relatively common items for Gnar. Is the balance team generally ok with Gnar building some crit?
Rioter Comments
Meddler (NA)
: Quick Gameplay Thoughts: February 28
“We have some really promising exploration for Gnar potentially coming in a future patch that we wanted to put in 8.4 but didn't have time to properly validate. It's intended to be a set of win-win changes to make Gnar's gameplay feel more fluid and rewarding but also give him more windows of opportunity to use against him and in general make playing against him a more interesting/fun experience - can't say more than that but personally I really like the direction. It's currently looking unlikely we'll get to it soon but I'm hoping we'll manage to get it in a future patch at some point.” -Riot Endstep https://boards.na.leagueoflegends.com/en/c/developer-corner/Js0ngspm-patch-chat-with-the-playtest-team-84?comment=00430000 “Gnar - Needs clearer weaknesses enemies can play around, particularly in lane. Details also TBD.” -Riot Meddler https://boards.na.leagueoflegends.com/en/c/developer-corner/Zuwx8vlW-quick-gameplay-thoughts-february-2 Can you tell us anything about the direction that was explored for Gnar? Also, if Gnar ever got a small rework, would it be possible to move Hyper to his ult passive and give him an active W?
Meddler (NA)
: Quick Gameplay Thoughts: February 23
You mentioned a little while back that you would consider doing a rework to Frozen Mallet. I imagine it's not a very high priority as only a few champions build it, but do you have any idea on when you guys might get to that if you decide to? Regarding making playstyle changes to Gnar, I think one of his big issues is he doesn't have significant cooldowns to play around. Although I was initially disappointed with how the Q nerfs were implemented, I do agree that it was in the right direction and it helps to reduce some of his extraneous strengths. A potential direction that could be explored with Gnar would be to nerf Mini Gnar and buff Mega Gnar, so that Gnar would have a clearer window of power depending on form. This would give enemies more strategy to playing around his rage, and would give Gnar a clearer niche as a safe, strong teamfighter that works well when he has disengage on his team to prevent enemy engages when he is Mini. Would something like that be a potential direction to take Gnar in if he ends up needing more work?
Meddler (NA)
: Quick Gameplay Thoughts: February 21
You mentioned a little while back that you would consider doing a rework to Frozen Mallet. I imagine it's not a very high priority as only a few champions build it, but do you have any idea on when you guys might get to that if you decide to? Regarding making playstyle changes to Gnar, I think one of his big issues is he doesn't have significant cooldowns to play around. Although I was initially disappointed with how the Q nerfs were implemented, I do agree that it was in the right direction and it helps to reduce some of his extraneous strengths. A potential direction that could be explored with Gnar would be to nerf Mini Gnar and buff Mega Gnar, so that Gnar would have a clearer window of power depending on form. This would give enemies more strategy to playing around his rage, and would give Gnar a clearer niche as a safe, strong teamfighter that works well when he has disengage on his team to prevent enemy engages when he is Mini. Would something like that be a potential direction to take Gnar in if he ends up needing more work?
Meddler (NA)
: Quick Gameplay Thoughts: February 16
Last post you mentioned that the team was considering doing a mini Frozen Mallet rework. I know there's been discussion of Frozen Mallet going on for years now, but it's never received substantial changes to how it works. Do you know if it will likely be reworked this year, or if it's simply not going to be a high priority issue as long as its's niche? Regarding Gnar's balance in the future, do you think that he will need a mini rework? Also, in pro play Gnar statistically is doing better into carry matchups like Jayce and Vlad than into tank matchups like Ornn, Maokai, and Cho'gath (http://gamesoflegends.com/champion/stats.php?id=119&tournament=ALL&season=S8&split=Spring). Gnar has also started building crit relatively frequently, especially Phantom Dancer. Do you view these as issues?
Meddler (NA)
: Gnar - hitting the Q to reduce his safe contributions, both later in laning phase and beyond. E buff to reward more aggressive uses of it over disengage. Frozen Mallet - was a topic of a lot of debate internally, hence it getting pulled from the PBE earlier this week when we were considering doing larger work on it instead of just a ranged nerf. We will be nerfing it in 8.4 still (ranged slow dropping to 20%) and might or might not revisit it in general.
Thank you for responding! If you were to revisit Frozen Mallet, do you know when that might happen?
Meddler (NA)
: Quick Gameplay Thoughts: February 14
Can you give any context on the changes to Gnar? You mentioned the balance team was looking at nerfing his laning phase by hitting his Q and AA power. Right now, the only nerf is to his Q CD refund, but that is mostly targeted at his late game. Additionally, he received a buff to his E. I know the changes are probably already locked in, but I really don't think that was the right direction to take. I think the potential early AA range nerf and nerfing the early Q CD refund without touching the late game refund would make more sense. Also, why was the nerf to Frozen Mallet reverted? That would have been a good change to give more counterplay to the melee champions Gnar frequently fights in top lane.
Meddler (NA)
: Quick Gameplay Thoughts: February 9
Can we get some context on the Gnar changes? I thought the goal was to nerf Gnar's lane phase, but the Q changes are mostly a hit to his late game. Also, why increase the AD ratio on his ult?
Meddler (NA)
: Early AA range is one we'll look at at least, given at present he's often able to farm/harass just slightly out of threat range of a number of abilities which makes him pretty safe. Not currently looking at Aery.
Huh, seems like an interesting direction to take. Would it potentially be something closer to 375, 350, or something else even? I assume the bonus range would scale back up by level 18 right? Would you also consider giving some base HP back since he would put himself at so much more risk? Thank you again for taking time to answer!
Meddler (NA)
: Not sure yet, though Q and mini Gnar AA power are the things that have come up in discussion the most so far.
Thank you for answering! Would AA power be hit through nerfs to something like base AD? Is Aery being brought up in discussion at all either?
Meddler (NA)
: Quick Gameplay Thoughts: February 2
> Gnar - Needs clearer weaknesses enemies can play around, particularly in lane. Details also TBD. Anything you can say about likely direction? I.e. are we talking nerfs to Q CD, hitting base stats, something else? If you're still exploring, would you consider hitting the Q CD refund (change to something like 30/40/50/60% from 45/50/55/60%)? I see a lot of complaints about his Q, and all of my fellow Gnar mains that I've talked to think that would be a good change to start.
Meddler (NA)
: The post itself was last week: https://boards.na.leagueoflegends.com/en/c/developer-corner/7VOAaqsF-quick-gameplay-thoughts-january-24 In terms of future work next likely thing is some work on problematic top laners in 8.4 (Ornn and Gnar). Details on a range of 8.4 plans will be in this Friday's post.
Any possibility you can tell us what general direction the team is planning to take with Gnar?
Meddler (NA)
: Quick Gameplay Thoughts: January 26
What direction would you want to take with Gnar? Personally, I don't think that the issue is Gnar himself, but rather the indirect changes that have happened in preseason. Aery, Scorch, and the Sorcery path bonus has given him around 50 extra damage on his Q level 1, making him very oppressive and difficult to sustain against. You mentioned giving him more exploitable weaknesses. Would that be something along the lines of making him squishier early game? In the past, his E cooldown and base HP have been nerfed to make him easier to kill. I'm not convinced this is a good direction to take, as it only makes his hard lanes harder and doesn't really give the immobile champions he does well against more of an opportunity to kill him. I think that enemies would be able to exploit his weaknesses more easily if he didn't have so many strengths. He is great in lane, when splitpushing, and in teamfighting. I do think his lane harass needs a nerf. I think nerfing Frozen Mallet to 20% slow for ranged would nerf his splitpushing, and also make the item more situational. Some pro players are already opting out of Frozen Mallet in teamfight comps, but it is still a core item. Nerfing it could open up more itemization options for Gnar instead of his cookie cutter Black Cleaver -> Frozen Mallet -> tank. Most of the complaints I hear about Gnar are targeted at Frozen Mallet, his lane phase, and his CC in Mega Gnar. I don't think hitting his teamfighting would be a good idea, though. Teamfighting against Gnar is imo the most interesting part of his kit, since it gives enemies a strategic way to play around Gnar's rage bar. Choosing when to engage and when to back off makes for an interesting teamfight dynamic with exploitable windows of strength. Anyways, even if you disagree with what I'm saying, I would love to know what direction you might be taking.
Sahn Uzal (EUW)
: About Ornn, is there any chance you'll revisit him? I've seen quite a lot of Dislike for the change to his W both here and on Reddit. Primarily the fact that removing his Unstoppable lowered his skill ceiling
I think better nerfs would be lowering the shield duration and the bonus damage from Brittle early game.
Meddler (NA)
: Quick Gameplay Thoughts: January 24
What direction would you want to take with Gnar? Personally, I don't think that the issue is Gnar himself, but rather the indirect changes that have happened in preseason. Aery, Scorch, and the Sorcery path bonus has given him around 50 extra damage on his Q level 1, making him very oppressive and difficult to sustain against. You mentioned giving him more exploitable weaknesses. Would that be something along the lines of making him squishier early game? In the past, his E cooldown and base HP have been nerfed to make him easier to kill. I'm not convinced this is a good direction to take, as it only makes his hard lanes harder and doesn't really give the immobile champions he does well against more of an opportunity to kill him. I think that enemies would be able to exploit his weaknesses more easily if he didn't have so many strengths. He is great in lane, when splitpushing, and in teamfighting. I do think his lane harass needs a nerf. I think nerfing Frozen Mallet to 20% slow for ranged would nerf his splitpushing, and also make the item more situational. Some pro players are already opting out of Frozen Mallet in teamfight comps, but it is still a core item. Nerfing it could open up more itemization options for Gnar instead of his cookie cutter Black Cleaver -> Frozen Mallet -> tank. Most of the complaints I hear about Gnar are targeted at Frozen Mallet, his lane phase, and his CC in Mega Gnar. I don't think hitting his teamfighting would be a good idea, though. Teamfighting against Gnar is imo the most interesting part of his kit, since it gives enemies a strategic way to play around Gnar's rage bar. Choosing when to engage and when to back off makes for an interesting teamfight dynamic with exploitable windows of strength. Anyways, even if you disagree with what I'm saying, I would love to know what direction you might be taking.
Meddler (NA)
: Quick Gameplay Thoughts: October 27
Have you considered any changes to Frozen Mallet? I know at one time there were discussions of changing around Gnar's playstyle potentially involving changes to FM, as well as discussions of removing FM altogether, lowering the ranged slow, or compressing the passive's power into specific windows. I would love to hear if there are any updates on that, or if Frozen Mallet is even still something being considered for changes.
Meddler (NA)
: Quick Gameplay Thoughts: October 18
Have you considered any changes to Frozen Mallet? I know at one time there were discussions of changing around Gnar's playstyle potentially involving changes to FM, as well as discussions of removing FM altogether, lowering the ranged slow, or compressing the passive's power into specific windows. I would love to hear if there are any updates on that, or if Frozen Mallet is even still something being considered for changes.
Meddler (NA)
: Quick Gameplay Thoughts: October 11
Have you considered any changes to Frozen Mallet? I know at one time there were discussions of changing around Gnar's playstyle potentially involving changes to FM, as well as discussions of removing FM altogether, lowering the ranged slow, or compressing the passive's power into specific windows. I would love to hear if there are any updates on that, or if Frozen Mallet is even still something being considered for changes.
gregab (NA)
: Runes Corner: Three More Resolve Runes
Is Font of Life halved for ranged champions? If not, that could be incredibly powerful on Gnar...
Rioter Comments
: We have braum, Ornn, Olaf, now we just need a manly mid lane and adc for a full Armstrong team.
What about Graves? (even though he was pushed to jungle)
Meddler (NA)
: Quick Gameplay Thoughts: May 16
What are your thoughts on Gnar's state right now? It seems to be me that his problem has been in the past he's too much of a generalist, so when he's strong he just outclasses other picks. Would you ever do changes to him to focus his strengths a bit, and reduce the gap between pro play and solo q? Also, other champions like Yasuo and Kennen have been taking Frozen Mallet. Do you think Frozen Mallet will ever be reworked or removed, or will it just stay in its current state since it's a lower priority issue?
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