Either you're purposefully advertising bullshit or you're unaware it's bullshit, which is worse. They can not find data leaked on the "dark web". They MIGHT watch some sites, but the data would be behind a paywall they would not pay even if.
For anyone wanting something like that, look up HaveIBeenPwned, which is mostly free and lets you know if a service has had a leak on the clearnet and has been around since december 2013.
As a gnar main, I feel like a voluntary transformation destroys who gnar is as a character. I like how goofy it is that he gets so angry that he transforms. Part of learning gnar was learning how to deal with his rage and find workarounds to not transform when you don't want to. However Vars is right it is a lot harder to manage rage going into team fights which doesn't feel great. My idea has always been some way to reduce rage with a W active, maybe only at max rank idk though
A lot of where Gnar’s skill expression lies is in managing rage. You can control rage as gnar top because you can control how long trades are and how hard you shove waves. This is pretty basic gnar knowledge, so I don’t know why Vars didn’t bring it up.
@@kreeperkiller4423 because the focus of the video is in mid to late game when Gnar has harder time to manage his rage. Gnar and Kled have the same unappealing trait is that they have a very niche weakness that forces player to put extra effort to learn and adapt.
As a Kled player, I feel the same way about people saying Kled W should be manual. I think variance and personality in a kit is FAR more important than actual viability. It would also remove a lot of skill expression!
Gnar is a pretty good example of a champion built around the game as it was when he was released. When he was released and strongest was when fights took more than 5 seconds to win or lose and you had the time to balance your rage. It was a higher level mechanic but a lot of pro's that played it a lot seemed to learn how to best balance the rage mechanic. It was a really cool thing that showed off skill beyond "I can one shot someone with an impossible to dodge combo" and we got some of the most hype moments from the Gnar ults that came from these players. I think his design is great and, while it does have flaws, is just held back by the "need" riot has for making the game as fast and high damage as possible taking away his ability to shine.
You see, the "need" does not entirely fall on Riot. The high damage is there to make things volatile and QUICK. Matches as a whole would take 40 to 60 minutes to finish, JUST in season 7. People complained about this and the pace of the game is now a plus for most since coming back into the game, losing or being in a worse off situation can mean you can just actually lose by 20 min as opposed to being forced to ff 15 when you're playing with a random stack. It makes sense but, it obviously has gaps. People will always find an issue.
@@chillaxboi2109 game length and fight length/damage are entirely unrelated. the game's structure is responsible for game length. like respawn timers, turret health, dragon buff power etc.
@@AlexanderMartinez-kd7cz It's common sense that, if fights as a whole took a longer time, the game would, too. Since fights are mostly the game unless the number of fights was cut down through respawn timers and length of the map.
Ye, my thoughts exactly as someone who used to play a lot of Gnar. Nowadays if you start the fight with 0 rage it feels like most of the time the fight is over before you get to stack it
In Smite there's Cu Chulainn that's a rage character like Gnar and the dev got over the problem of the unvoluntary transformation by giving his base form an ultimate that stacks a lot of rage in a single burst so there is a little bit of predictability and therefore consistency
While it's a different type of game in risk of rain 2 dlc there is a character that also has an involuntary transformation based on time, damage recived and dmg healed and one of it's abilities works to keep the current form longer it heals it in normal form and aplies self dmg when transformed
Cu Chulainn is really good example of a fun rage character. I think part of the issue is though that Cu Chulainn Normal vs Rage isn't as much of a power difference than mini and mega Gnar. Normal and Rage Cu Chu still play quite similarly versus Gnar which feels like two different characters
I've played both of these characters and definitely prefer Cu Chulainn because of the way you can manage the rage with Vent Anger, however I'd say Gnar's high's are higher and with Cu'Chulainn because it has much less range than Gnar, so the unpredictable / uncontrollable nature is at the core of this gameplay and design for him
A good way to fix this in my opinion would be giving mini gnar an ultimate that increases his rage by 15/30/50 per ult level with around 60sec cd. Giving him that little bit of unpredictability and control over his form but not making it so its insanly broken.
Or a pasive mini-form ultimate that lowers the threshhold for transforming? Would be the same effect (faster transforming), except he still couldn't "transform at will" as with your idea
Gnar is skill capped because you need a LOT of team coordination and skill to be effective. Like Ryze and Azir he would be a menace in Pro if he would be a solid pick in gold IMHO
I sympathize with Gnar players to some degree. As a Shyvana main it's really rough for us to start a fight without ult ready. While it's more reliable to have ready compared to Gnar. Without our ult we're practically useless and also makes jungling to keep pressure harder
Best part is that your team mates will spam ping your ult if they force the fight for like no reason. Like this champion isn't new. How do people not know her ult is tied to her fury?
As a Gnar main through and through, the real problem is all the item changes. If you're only deadly in one form, you're not a very good Gnar. Your opponent in lane always should be wary of you kiting as Mini, and tearing them a new a-hole as Mega, and that goes for the Jungler who tried to gank when you're about to rage. 2v1? Thanks for the double kill punk.
@@Prince_Smugarinait rly depends what u have against in top but its not hard to kite and make the enemy alr loe before gnar form so when u get it u can burdt them down with ur combo but i get why people who are casual players dont play him but its not honestly too hard to play in lategame and teamfights u will need mega to get all that cc tho but that also depends on ur team comp its very situational
@FedericoXL gnar is best played when there's another engage champ with you, if you're the sole engager then you'll be hard pressed doing anything in team fights. But he's so fun, a good complement to my Ornn. Have fun dude
My issue as an old gnar one trick, if you build for mini gnar, you attack so fast you are in mega gnar for most of the time. If you build for mega gnar you attack so slow you dont get mega gnar fast enough
yeah i get that patch 14.16 rn, gnar has had the same build for like 2 seasons: triforce, black cleaver, steraks, then build adapting to enemy team, and i want to try some new builds bcs im getting bored, i thing gnar is really fun but i dont like building the same things, so i always try different items or switch order of the build (full tank, more tanky, more dmg, ap, lethality, lifesteal, hybrid, on-hit, etc), different runes (lethal tempo now removed, fleet, conqueror, hail of blades, elec, etc), i even started playing him mid and ive had success baiting with 95 rage then jumping and almost one-shotting midlaners with lvl 3 combo, even better with hail of blades but i always have that same problem
Let mini gnar press R, to build an amount of rage. Resetting the calm timer Cooldown fast enough he can constantly grow without calming, but the enemy would see it coming. This lets you juggle the meter similar to Rumble during stalled segments near a teamfight.
I remember really loving gnar my first 10 games with him. Afterwards I felt the same problems vars explained. Early laning😊 and dueling is fun and rewarding but later game requires more team play to win. I wish you could preemptive stack rage without losing it. In this season team fights don’t last long unless your playing with some sweats who know how to engage well.
u cant control fate so he can be soo useless some times . like for example u just transformed and turned back to mini and a fight broke out then u cant get rage so u cant transform and become not soo usefull . so in the time when gnar cant get rage there should be a new mini gnar ult which would balance it i think .
I think gnar works really well as a secondary engage if your team has a an engage support. He can build up rage pretty easily while in a fight and then clean up the team fight rather than opening it
Here's my advice as a Gnar main: Don't touch him!! Fiddle with the numbers here and there but messing with the transformation mechanic would mess with his overall kit and theme. He's meant to be an involuntary transformer with conditional strengths and weaknesses. If those weaknesses were less impactful, he would be an instant pick/ban in pros and solo Q. Like it has in the past, when the meta shifts, Gnar's popularity may rise with it. This right now is his low tide moment.
Hear me out, maybe the best change for gnar is to make the rage meter control how long his mega gnar form lasts, like you said, but instead of his ultimate being just a button to change in between forms, maybe his ultimate could be the mega gnar ultimate we still have, but he transforms only when he uses it. That way he'd be way more consistent, but you'd have to wisely choose when do you want to transform. It might be just another steroid ultimate but i think that would work really well with him
Whenever you go against a good gnar it is the worst feeling in the world. I have so much appreciation for good gnar players that know how to team fight and manage their rage bar to a T... Truly impressive when mastered. Zeus is one of the main players which I am amazed by his consistency on this crazy legend.
The biggest attributor for Gnar not being playable now is frozen mallet. Mini Gnar had more bulk and catch capability with it, since removal Gnar has not found an item that can compensate for that.
So true. Plus, the old glacial augment rune used to slow enemies periodically on autos which made him so oppressive with his W passive. Now it only works on stuns. Recent changes have not been kind to him :(
iceborn gauntlet exists, but then u fight some1 who botrk and divine sunder. And maybe I just suck, but i think i was doing alright at start of season 12 until they nerfed his hp from 580 to 540. He was already easy to one shot for some champs (Riv, Panth).
as a gnar main i love the little guy and i will never stop playing him i do not mind involuntary transformation i think its a cool mechanic and its fun to think of ways to play around it
the champs is designed incredibly, perfect hybrid between meele and ranged champs, plays like an adc in mini, then a tank in giga, really cool desing and maybe someday we can have an adc like this, would be innovative adc desing and not just "Yasuo, but has some range"
Around 2017/18 before getting banned I had over 1mil mastery on Gnar, placing me around top 10 mastery in the world. If I remember correctly right around the time Camille was released they nerfed his E cd from 18 to 22 sec, and he became mostly unplayable to me in the early game. Idk if my mental was weak at the time or if I was simply too impervious to change but he was just to easy to bully before lvl 6 after that nerf. After losing my first account with my high mastery lvl, I lost intrest in toplane alltogether. After almost 5 years I'm still amazing at Gnar when I pick him up whenever I get autofilled. Gnars R ISN"T hard to time, and it's not up to luck. As Gnar you engage into the enemy team, or if not, you coordinate with your team. And when most of the late game team fights happen around objectives like baron or drake, a single jungle camp is enough to get you from 0 to really close to 100% rage. Gnar is just depending on his team in late game scenarios when it comes to choosing a correct place, or waiting for him to kill a single jungle camp to build his rage up. That's why he is dominating pro play since.. idk? forever? As a Gnar player you can easly tell exactly when you will hit your rage. Sitting at 92-98% just to hit a single Q over the wall and flash R the enemy team is the main idea of this champion. It's kinda like edging porn. When you finally get to release everything it's a magical experience ( and you get +20LP ). Any changes to his R would honestly ruin the champion. If his R is ever changed to be more easly controlled he will dominate every game he is in. Let him be.
Completely agree, his core design is completely fine he might need a numbers change here or there but nothing too crazy. That edging metaphor is pure gold lmao.
I see a lot of people saying to give him more control of his rage by making mini r be an active to give you rage. As a gnar otp i really really think that changing his rage mechanic is by far the worst way to make him a better champion as that is a core part of his skillexpression. He already used to be popular so i dont think his fundamental design is flawed. My main issues with gnar is mostly to do with his numbers, all of his basestats are incredibly strange. Hes super squishy with almost lowest hp in the game but can be quite tanky has okay attack range except when he doesnt and highest base ad in the game or kinda pathetic base ad, super high base attack speed and slowest base attack speed. All of that just makes itemising akward since if you build for one form you waste gold in the other form, its like playing vayne and darius at the same time. Other transformers like nidalee or jayce have an easier time itemising for just pure damage but gnar has to build ad health resitances ability haste and movespeed at the same time to achieve an optimal build. I think mega is plenty strong already, what i think should be buffed is mini base defensive stats and if necessary nerf mega to make it easier to succed even if you dont play perfectly around mega transformations which would lower the skillfloor but also not make him feel super punishing if you misstep a tiny bit. Im quite frustrated with how gnar got durability nerfs right before worlds and how on any champion that needs a buff every patch riot just gives that champion more damage just slowly undoing the durability patch and making gnar feel even squisher.
I play champs where you feel good when you play them. Mordekaiser because you walk like a raidboss, nasus (gameplay might be boring early but 10minutes into the game you turn into a demigod) . Gnar just doesnt have that impact for me
i’m a gnar main and have never found it annoying that his mini form is so weak, i really enjoy trying to bait people to all in me when i know i can transform soon.
Kinda weird, but Gnar's gameplay loop reminds me of Titanfall. You have your small and nimble form, and you build up towards a slow yet powerful form that can be game-changing but temporary. But a majority of your time is being nimble and quick
I think that they should just make his form like shyvanna, not being able to use r to transform until you have full rage. and when he is mega his r is the super ult. his mega gnar time stays the same but needs full rage to be activated but can now be stored
I think that erases part of the identity of Gnar, restricting his transformation to an Ultimate ability. Sure, you'll get to store a transform for when you need it, but it comes at a cost of HAVING to press R to Transform, instead of using any of your abilities to activate it early like it is on live to vary up your approach. Gnar is one of my absolute favorites, and I don't see a problem with resource management and the idea that sometimes you just aren't ready for when a teamfight occurs
Toplane should have a shield around it that prevented any ranged champion not using smite from coming close to it for 10 minutos at the start of a game.
I think they do gotta lower the standard for grading in aram tho, it does feel much harder to get S's in Aram and given how its randomised champs either you alrdy know the champ and do well or u just kinda work with it, not much in between. And in a game mode where you can't recall, the only way to reset is to get killed or execute (which is made harder given how fast ppl get bak to lane now) you can't compare it to SR where keeping your deaths at a minimum to get S's while in aram dieing is required for you to even upgrade items and the game mode is entirely teamfight orientated
As a Gnar player I would say managing rage bar is the hardest and most rewarding thing if you are able to do it. On the second place is the boomerang return prepare/manipulation because you need to know where you want to stay after 3 seconds and not get abused because of that.
Gnar is hard to balance for the reason mentioned early in the video, it’s a little too hard to balance a champ that is in theory the perfect toplaner. If used correctly, Gnar has it all: - One of the safest if not the safest blindpick in top. - Minignar has so much harass/kiting potential, almost at the level of Kalista/Vayne. - Megagnar has the base damage of any other juggernaut/tank, meaning any ranged/squishy top will just get 100-0 by Gnar at lvl 6 if they don’t have flash up. - Both a carry, utility and hostage pick for toplane simultaniously. Gnar has to remain weak, if this champ is decent, you’re never gonna see people play anything else in pro play and high elo.
I think current version is the best, because as you said having transformation at will would be insanely broken, provided the cc and damage from current version are retained. Current way of transforming is good, as it flows along with the pace of a teamfight (you poke, you get closer , you engage, aplly burst and cc and you go out).
Been playing Gnar since release as one of my mains and this is what i think of him. Gnar is a cute lil angry boy that can't help it when he gets angry is his identity not having control over anger. When someone gets angry on the heat of a situation he stays angry until the situation cools, by this reasoning having a duration on his mega form makes no sense. Therefore I think rage should work as it does with shyvana ult, you hit or in Gnar case algo get hit you get angrier no matter if you are angry already or not. But not only hitting or getting hit on mega form should fill your ragemeter, Gnar also should gain rage way faster, some people get angry in no time with no reason. Shouldn't Gnar, known for getting angry, get angry as fast as people that go from 0 to 100 in no time? With this reason what I would do is to convert health lost to rage preventing him to get bursted in mini form, he can still be bursted from mini to mega to death I'm not asking for invincibility frames like Kled, just a forceful transformation from being hit while at max rage. And obiously if he gets 1-shot he cant transform to mega if he's dead, remember burst is not the same as a true 1-shot. I would place the health to rage conversion to about 120% mini gnar base health = 100% ragemeter. Enough to encourage building tank to ensure a gnar transformation and preventing to have a 100%% reliable transformation on a full damage gnar build. This way he still cant control when he gets angry but has some agency by hitting on mega form to prolong the transformation and getting on mega form when really is needed. The 15s cd on transforming from mega to mini should stay and nerf the numbers on mega form accordingly to this reliability suggestion. And yes I know that my idea will never reach rito just wanted to share my thoughts on a character I love.
i think in the time when mini gnar cant get rage he should have mini gnar ult and it goes off after he can get rage and this ult also cannot be used if he fought any enemy's in mega gnar and turned back to mini . this ult can be a small ability . why i think this is best to balance him is if he is just faming he will transform automatically and turn back to mini and a fight broke out then he cant get rage and will be helpless .
I'm maining gnar since his release (every season he was in my top 3 most played ranked champion) because for me there is noone like him. Mini gnar is ranged toplane and ideal bully, you can't kill him if you don't have many dashes or good all-in. Meanwhile Mega gnar with all his brute force, can easy dive or kill anyone poked down with his mini gnar form. I strongly prefer his mini form, it's not boring, you have to kite, kite and kite, if done corectly enemy has realy hard time. When dying as mini it's usually due to bad kiting, so almost every time i know i could kill someone but i missplayed. Meanwhile being mega gnar is just looking for all in potential and try to stay alive when you can be kited. But one fair thing, in previous seasons playing gnar was somehow easier, teamfights lasted longer, so mega form in almost every fight). And btw. since his cd reduction buffs on ult, it was possible to cast 3 ultimates in mega form, when old cloud drakes gave ult cd reduction. Best feeling people multiple times into wall :D
maybe im weird but- Could I ask a few things? Which elo are u ? Which server do u play? Are u down to practice match ups ? Im a riven main and looking for ppl to spar match ups with :)
@@fabiambuiten8119 Eune, low diamond (somewhere between d3-d2). If you got any account there, then sure, we can play some practice matches, I didn't play vs riven for ages (and I'm glad for it :D)
i feel like if riot was to take a note out of smite's book for this kind of transform gimmick, gnar would be so much more consistent to play. cu chulainn from smite has the same transform from fury build-up, but can control it so much better. his w can vent fury so as to stall out his rage, and his ult can massively build up his rage depending on how many people he hits. if they do change gnar in the future, i hope they take a look at that kind of angle for him
I straight up wouldn't change him, Gnar is perfect just the way he is. Part of his mastery is learning how to control his "uncontrollable" transformation, with practice you can keep Gnar hovering at 80 - 90 rage in the neutral game such that when a fight breaks out it's go time.
I suggest if they were to change him, do something with the W. Although I support your opinion. It takes time to master the rage aspect but he hasn't been changed since they released him in 2014. I would like to see Riot's approach to the matter. Yet still I think it's super hard because his kit just nails his role of this agile, annoying, kiting little pest and that big, hulking menace in teamfights that we love (well at least I love)
Just- play him. You might think" ohhh but his play style doesn't suite meee" there are many different and fun builds actually change this play style and makes him really fun! Like ap gnar or everfrost gnar~
The other problem with your suggestion of swapping on demand with reduced duration is that it would be a massive buff to on-hit gnar, since you could swap for next to no time, and guarantee your cooling off period for a teamfight. My recommendation would be to move the forced transformation from a delay to his next source of damage, and maybe increase the delay before rage decrease if it hits max rage. That way, it would still force him to flip if he wants to fight, but it would allow him to store up rage better so he can flip when he needs to.
I feel like his base health is a bit low because now a Darius can walk into your face e you then force u to use tp lvl 1, buff his health and health regen ty.
One idea I have is to split one or two abilities of his base form into two parts and make the second part cost a certain amount of rage. Players still have to manage their rage unless they don't want to go into mega form ever, but it create an interesting dynamic of deciding between a chaos goblin running around kiting, spamming skills and be a pain in the ass, or let the rage build up and burst the enemy a second ass.
I think they should make it so that he can store rage for much longer (maybe he transforms only on ability cast?), but it takes longer to build it up. In lane he would still be pokey, but he could prepare for teamfights by stacking rage on minons or monsters.
Scale his stats off how much rage he has when he transforms. 100% Total Ad > 140% Total Ad based on the percentage of rage you had when he presses r in baby gnar. Maybe a 30% requirement for mega gnar to have stun ulti, so it just tosses you if you are 29% or lower, and do the same for all his abilities. Boulder goes away based on how much rage, Wallop stuns for a durration based on his rage ect.
A year ago, gnar also got nerfed into the ground, Trinity felt bad, black clever felt bad, and he could utilize majority of his damage as small gnar. Recently, he got back into his prime allowing mini gnar to deal a lot of damage, so even if you arent in mega, you still have use. You cant peel easily, so you cant be main peel (which a lot of supports go for mages now, and if they go tank, they dont peel carrys.). But even then. mini gnar does high damage over time while mega does high burst. opting for bruiser build will help both sides do what they are intended to do
brain fart: - Gnar can transform at will, or maybe above/below 50% to enrage/calm down respectively - he can’t do both in sequence, e.g. no enrage+bonk+calm down+hop when you’re at 51% rage (might be unnecessary given the following restrictions and too wall of text to specify the various states tho) - an early enrage gives you a hit to AD and transform duration scaling with missing rage - an early calm down puts all your abilities on cooldown scaling with remaining rage - give or take a flat factor on either to reward perfect planning? (might be a bad idea if in practice it just rewards luck)
I think there's 2 ways to enhance him witout keep buffing mega until he can 1 tap your entire team. You could embrace Mini and give him an actual ultimate in the form of a disengage/slow, similar to old Aurelion ult, and the trade off will be the Cooldowns, since you will not be able to use Mega's ult. OR You could let him transform with mini's R when he wants as long as he has 100 fury. It will not fix all of it, but at least mega will not be an inconvenience anymore.
As a gnar main, the only way i can see volentary transformation working is if when he transforms, it puts his ult on cooldown. So you only use it if you want the more health/damage despite you missing your super ult, the big meat of the transformation.
Maybe a small fix is the time it takes Gnar to auto-transform is a bit longer. If it takes 4 seconds to auto transform have it go up to maybe 8 at most, giving more time to decide if you want to dive in while still having to figure out timing still. Another thing could be you can end the rage form earlier and retain some of your rage meter even though you can’t obtain more after leaving like usual. So at least you have a head start to gain it again. I’m still new to LoL but I do try to understand how to balance game mechanics to make them seem good
The fix I would do is that "for the amount of enemies that are in an area, the stacks of rage increase", so if there's only one enemy the rage stacks normally, but if there's more than one stackes faster, giving him an extra possibility to engage in tf
The rage over time mechanic is cool with some interactions that allow Gnar to cast abilities mid jump. If you hop at 99 fury you can ult while in the air
Gnar mid-scope Update (Idea) I'd give Mini-Gnar a Spammable Ultimate that Lowers/Consumes his Rage: Mini-Gnar's next Q is Bigger deals more damage and consumes 35 rage (rage should decrease when using Q not when clicking R the Ulti itself has no CD) MAYBE: if Gnar has less then 35 Rege increases his rage by 35 instead but Mini-Gnar's R goes on 20sec CD I would change Mini-Gnar's stats to make him more of a rangerd bruiser -Decrease his range (Especially in late game) -Reduce its mobility -Increase damage -Increase the solws -Change the power-buget between Mini and Mega from 30%/70% to 40%/60% More examples of how to change skills: Q- Hits both forwards and backwards (the second hit would do less damage than the first about 65%/75% less damage) slower projectile speed or less range W- Gives you much less movement speed but slows E- It no longer gives you attack speed but if you jump on an enemy it gives you a shield, Increase damage, bounce dash speed decrised Sorry for any grammatical errors, English is not my native language Edit: Mega-Gnar nerfs: -Decrease his burst damage E- Reduce damage R- Reduce damage
I really don't know if that would be a good idea but after what you've said about your idea on how to give Gnar access to his melee form whenever he wants, it could just be something like : 33% rage you get to cast your R and one spell out of the three basics (you get to choose but only one), 66% you get two and 100% you get to throw your ult and the three other spells, since you really only need to throw ult and all your cc before going back to smol Gnar
My build was always Botrk and Sunfire. Never changed it, the Atk speed helps mini and sunfire helps Mega. Since in early mega is still bulky enough, I go for Botrk first.
Nah, I wouldnt change his abilities, the problem is not mega, is mini. His aa range was good for the state of the game when he was released, the tradeoff was that he was squishy, but he was hard to catch due to his range and speed. However, most of melee top champions, newer and newcomers to the lane nowadays, do have abilities that match his aa range and are stronger, and even have ghost, meaning that he is easier to catch than ever and he cant really use his ranged advantage. The other thing is that his base damage for the abilities totally sucks. , his lvl 1 q is 5 i think. the rest of the damage is from bonus damage, it should be the other way around, his base damage should be higher, but his bonus reduced, that way you can either have good damage in mini for building tankier for mega, or have insane damage in mini while being a glass cannon. As it is right now, you dont get too much damage if you go mix dmg and tank but you really dont get tankier either, and you really dont get insane amounts of damage in mini as glass cannon, just ok damage which wont do it for normal play. Thats it, mini doesnt have good damage and most champs are stronger than you, you cant really take advantage of the range nor speed anymore. It doesnt mean you cant have a good laning phase, but it is certainly easier to lose the lane than being equal, winning it is almost out of the question.
In my opinion one little change they can make to gnar is giving him an ult in mini gnar. Maybe the ult can be becoming mega gnar Obviously after that it gets into cd. It can be interesting and add more complex into the champ, making you decide if use the ult to transform orwait, keep the ult until you transform.
It would be interesting if a button, like his jump, had an alt function when held down to cool him off (or just shortcut the timer to start cooling off), and put that button on a much longer cd. That way, the transformation is still involuntary but he's giving up an ability cooldown (particularly if it is his escape) to stall it temporarily. The trick would be making sure that if he's still going to constantly attack the rage will build up faster than the chill out cd.
12:40 gnar has a glitch where you can use an ability while you are in the middle of jumping with Crunch from mini to mega so long as your rage bar reaches 100 while you are performing the jump. This makes for a great unexpected team fight ult, although it's quite difficult to pull off in a real team fight. So Gnar does have a satisfying and important form change combo, it's just so unwieldy and unlikely to be of use as to be negligible. FYI I have used that combo to initiate plenty of game-winning team fights, but I'm low Gold, so I appreciate that my opponents and I aren't exactly pro players and so this glitch may be unusable at a higher level of play.
While in mini-gnar, your ultimate should be a toggle - to Stoke Rage or Dampen Rage. While Stoking Rage, it takes 5 seconds longer for your rage to decay and you gain 50% more rage from taking or dealing damage. While Dampening Rage, taking or dealing damage causes 50% less rage. When you toggle either way, you gain or lose 5 rage, and the toggle has a 10 second cooldown. Now you can manage your rage to ride the edge of whether you want to be mini or go mega easier, enemy teams can't influence your rage gain as much (having some random poke push you over into Mega suck), and late game when there aren't minions around battles your poke gives you more rage, or poking minions/jungle mobs gives you more and lasts longer so you can rage manage.
i think a good mini gnar ult would be a small CD channel for rage, something that would not keep his rage from decaing but would help him manage his rage better and would give the enemy team a clue what he's planning to do
After getting M7 on most supports, I wanted to pick something off meta and one trick it because I got sick of the routine. Picked up Gnar, and it definitely wont work in anything above Bronze, I'm happy to main him. There is nothing quite like walking into a bush before double rage-hopping out and surprising the enemy bot with a wall slam. Love my little guy, favorite champion. Hope they never change him
A gnar main way back in 2014, I used to love the guy but since the meta changes he simply doesn't fit as well as the other new champs. He really had a moment when stridebreaker had a dash in S11, but after that was removed he has never been comfortable for me with since. I'd love if they reworked his rage mechanic to be like shyvana (casting r = mega mode w/ R2), it would give him a lot more flexibility and make diving him very inconvenient.
I think an idea to balance him could be: if he isnt int the "tired" state (the 15 seconds after changing from mega to mini) he can use his ultimate to transform into mega BUT for each point of rage below 100 a second is added to his ult cd. At 16 he could use the ultimate at 0 rage to turn instant into mega but the ultimate will have 130 seconds of cd. Maybe a linear 1 to 1 conversion of rage to seconds is too low but that could be balanced after seeing if that makes him more reliable.
ive always felt gnar would benefit from a rage mechanic change to be more like sion passive. if mega gnar could continue to gain rage (with diminishing returns) he could stay impactful in team fights for longer. they could also lower how long he is transformed by default to around 10-12 seconds so he can stay out of a fight and elect to go back mini without waiting as long
I mean, if you make his ult at will then he basically just become shyv before ap became her main build. She ults, pops all her abilities, runs you down, and turns back after she's out of everything.
a great way to fix him would be to do the changes you were on board with, but also tie the amount of damage he does in mega to the amount of rage he had when transforming, if he wants the full mega experience like you get now, wait till you are at 100 and you do big damage with big cc, or you can transform early and have the same cc, but do a % less damage based on how far from 100 rage he was
Maybe take your idea, but if you transform with mini ult, then you don't get mega ult. But if you shift with rage, then you get ult as usual. Probably some other tweaks alongside, but that's just the bare bones.
As an EX gnar main ( also getting back into gnar ) i find a lot of his "team fight wins" come from him being able to mega and if you get poked into mega sometimes it can hurt ur team a lot HOWEVER if you are building to play MEGA then you have to understand not to be a big bitch when ur mini gnar ( kite, poke and burst enemies when you can, but also don't hesitate to take shots for your adc or mid laner ) you are still a bruiser/tank and gnar i find is really good at dealing with fed people which is a bonus
They could add a effect to his abilities if they don’t already where one decreases his rage and one increases it but a little fun thing would be if you want to decrease it you have to land the attack on a enemy champ, minion, or jungle monster otherwise the decrease will turn into a increase rage that way it would give players a sense of control while also keeping it a bit skill reliant as they have to hit something to decrease it otherwise they’ll possibly increase it and transform because of there missed ability
You could make it so he can store his rage for mega and give one of his mega abilities the effect to return him to small. So you can ensure you have big when needed and remove big when not needed
As a former Gnar main there are 3 main reasons why he's not played 1) Frozen Mallet removal- gnar is squishy in his small form. Frozen mallet gave 700 health with some AD- but the passive was huge. Slowing enemies allowed him to kite. Now if he's gap closed he's dead. 2) TP changes. Gnar is about teamfighting. With the increased TP cooldown- that hurt him a lot. Then riot made it so TP can only be used on turrets the first 14 minutes. That killed his teamfight presence. 3) Game duration. Games used to go on for 35-60 minutes around his released and when he was played. Now they frequently end in 25-30 minutes. Combine that with TP changes and he only has 10-15 minutes to make impactful plays The biggest buff Gnar could get to make him playable would be revert all TP changes from the last few seasons
Fixing gnar is pretty weird, I think I would go the guilty gear strive nagoriyuki route, and allow gnar to gain strength as he gains rage, so mini can have just a taste of mega, and maybe make one of his abilities gain just a chunk of rage, so he can chose it to transform, a lot of his numbers would have to be tweaked, but I think it would work
I sorta agree, I think to make gnar a reliable champion they should make it on demand.. but this will be so broken if his whole kit isnt nerfed... plus the fact that if that happens, gnar will still never be a good soloq champ as it would be to oprresive in proplay
I think there is a good compromise between the at will and the uncontrollable transformation, and that's the simply tie his mini ultimate into just giving him 50% on demand. It still makes him uncontrollable to an extent in the early game while still puffing his mid-to-late gamepressure
For the idea you presented at the end for Gnar using his ultimate to transform and having the amount of rage determine the length of his transformation, you can instead have rage be a resource to cast his spells in addition. It takes rage to transform for a period of time and then a certain amount of rage per Mega Gnar spell. The first spell is free, the cost included in the transformation, and after a set period of time Gnar transforms back into mini form. So 25% rage Gnar can transform and cast 1 spell and quickly turns back Mini and 100% rage Gnar gains his Full length transformation and all 4 spells. Mini Gnar with minimum 25% rage can still engage and Mega Gnar Ultimate but Gnar would have to use Hop instead of Crunch. Which may or may not be worse for him positioning wise depending on the situation. 50% Rage Gnar can Crunch and Ultimate. 75% Gets Crunch, Ult, and either Boulder or Wallop. 100% Rage gets the full rotation. I do not know if this version of Gnar would get a second boulder toss. It truly depends on the Rage cost of the transformation. I can see the rage costs be low but the Mega Gnar form costing something like ~5 rage a second. That gives him 20 Seconds of Mega Gnar at full rage assuming he casts no spells for whatever reason. Then each spell can cost 10~20 rage. 20 rage cost for the spells only gives Gnar 4 seconds to do his rotation at full rage. 10 rage cost gives him 12 seconds at full rage.
I think we all agree on that the rage trigger is the issue. Maybe he could transform at 100% rage (while he charges it slower), like shyvana R. Then, a recast can be his current ultimate.
Listening to this as someone who used to play a ton of Smite (because that was the only good moba on console) watching this is kind of funny because Smite has a similar character in Cu Chullain who basically is a stance switch character that you can't really control when he stance switches he gets a significant buff in rage mode and is a very dive heavy top laner. What's funny is he does have a way to control his rage in his kit (it does that gives a mild speed boost and gives an aoe damage aura) and he's consistently been a good pick for as long as I can remember
The only issue with Gnar is that opponents can see when he's about to transform. If the opposing team had to guess, Gnar would be considerably more playable. Imagine trying to face Gnar without knowing how close he is to suddenly going berserk - you couldn't just abuse his small form and calmly back out until his big form wore off, which is what players do to him to make him borderline useless.
this is why gnar is one of the most interesting champions to see in pro. everything that makes him "bad" in solo makes him good in pro. managing the rage bar is the hardest and the most rewarding thing with gnar, and seeing the best toplaners in the world doing it perfectly just feels and looks amazing
I think Gnar W active should consume his rage for some benefits, maybe an increase to the bonuses W gives you?, the other thing they could do is have his R in mini form Let you temporarily transform, and use one of the mega gnar abilities, consuming X amount of range and going on a cooldown. This would give mini gnar more combos and a slightly different feel, and more pressure.
An idea to fix him is to let him transform at will with a reduced duration but if he transforms under 80 rage he can only use 2 abilities in mega (ult would count as 2), above 80 under 100 he can use 3 abilities (ult count as 2), 100 rage normal mega form
My Idea : Add an active on mini-gnar R . -Cool off (active) 120/90/60 : Gnar cool off his angriness and halves the amount of his rage gauge. If gnar is already at 100% rage and about to turn mega-Gnar ,the tranformation is canceled and the rage amount is only reduced by 25 %.The cooldown of his R in mini and mega Gnar are separated and do not enter in pause when in this other form. The point of this small rework is to allow players to chase longer enemies in mini gnar ,delay a fight or offer an escape plan if gnar must flee but is about to turn mega.
As a long-term Gnar addict, I think that Gnar has always been well positioned in the game. He is strong enough to see pro play throughout the years, but not dominant in solo queue, which is a good thing. He is satisfying to play, even in mini. You say that his transformation is too easy to play around at higher levels, but as you climb higher, teams on both sides understand the concept of the loaded gun pointed at the team fight when they see his rage bar is close to full. Sometimes the threat is all you need imo.
I think you’re missing the point here. If you’re being chased and throwing the boomerang to zone enemies following you, there is no time that you can “sit” and calm down.
Give him the Aurelion Sol passive treatment: Get enough stacks, get a voluntary Mega Gnar cast. Just makes the stacks so high you only really get it like 3~5 times a whole game.
I think he should have a decision, when it comes to transforming, but not anytime. When he built up enough rage, he should only transform, when you press e, and reactivate it in the air. This way, you can wait with your megaform, and only transform, when needed. And you should be able to transform back earlier, by doing the same thing: pressing e, and reactivating it in the air. This solves the problem, where people wanna use one form, but they either transform into the megaform too early, or transform back too late. This way, you can actually combo with him, but you are still limited to the rage buildup. Sorry for my broken English, and what dl you think?
giving gnar a voluntary transformation could be a thing, but not if you modify the transformation rather you implement a system "like rumble" : If you transform at full rage you get all the insane stat buff, but if you transform with no rage you get the same insane stats... as debuff (he doesn't feel like it). Meaning you become a diver without the stats for it (so you bring in the utility and a fairly huge chance of getting one-shotted if you don't know what you are doing.. or even if you do). And of course you have to stay this way for 15 seconds. To balance how good it is, you could implement a non linear scaling of the buff : you decide where the neutral point (= no buff or debuff) is depending of performances (maybe the proper "neutral" point is 75%) and to visually advertise this you color the rage accroding to the strenght of the malus/bonus gnar will have if he transform.
Disclaimer: Vars clearly knows what he’s talking about, I’m just pointing this out. I think gnats transformation, while involuntary, isn’t luck based when it comes to team fights. If you feel like a fight will happen, hit scuttle, go to a nearby wave for rage, and get close to transforming. Then, proc it in the fight. This is difficult to do, but highly rewarding since it helps better control gnar’s transformation.
~SPONSOR~ Safeguard your personal information online using Aura! Use my link: aura.com/varsverum for a 2 week free trial!
Either you're purposefully advertising bullshit or you're unaware it's bullshit, which is worse.
They can not find data leaked on the "dark web". They MIGHT watch some sites, but the data would be behind a paywall they would not pay even if.
For anyone wanting something like that, look up HaveIBeenPwned, which is mostly free and lets you know if a service has had a leak on the clearnet and has been around since december 2013.
rage fullness%= same % multiplier to stats, stun duration, and duration of ult, gnar ability cooldowns, restriction of amount of abilities available?
As a gnar main, I feel like a voluntary transformation destroys who gnar is as a character. I like how goofy it is that he gets so angry that he transforms. Part of learning gnar was learning how to deal with his rage and find workarounds to not transform when you don't want to. However Vars is right it is a lot harder to manage rage going into team fights which doesn't feel great. My idea has always been some way to reduce rage with a W active, maybe only at max rank idk though
As a gnar enjoyer, I definitely agree, give him a rage burner on his w and he would be fixed.
@@thatarmswarrior maybe a rage burner on W and a rage boost on mini R - that way it would be more controlable for team fights
A lot of where Gnar’s skill expression lies is in managing rage. You can control rage as gnar top because you can control how long trades are and how hard you shove waves. This is pretty basic gnar knowledge, so I don’t know why Vars didn’t bring it up.
@@kreeperkiller4423 because the focus of the video is in mid to late game when Gnar has harder time to manage his rage. Gnar and Kled have the same unappealing trait is that they have a very niche weakness that forces player to put extra effort to learn and adapt.
As a Kled player, I feel the same way about people saying Kled W should be manual. I think variance and personality in a kit is FAR more important than actual viability. It would also remove a lot of skill expression!
Gnar is a pretty good example of a champion built around the game as it was when he was released. When he was released and strongest was when fights took more than 5 seconds to win or lose and you had the time to balance your rage. It was a higher level mechanic but a lot of pro's that played it a lot seemed to learn how to best balance the rage mechanic. It was a really cool thing that showed off skill beyond "I can one shot someone with an impossible to dodge combo" and we got some of the most hype moments from the Gnar ults that came from these players. I think his design is great and, while it does have flaws, is just held back by the "need" riot has for making the game as fast and high damage as possible taking away his ability to shine.
You see, the "need" does not entirely fall on Riot. The high damage is there to make things volatile and QUICK. Matches as a whole would take 40 to 60 minutes to finish, JUST in season 7. People complained about this and the pace of the game is now a plus for most since coming back into the game, losing or being in a worse off situation can mean you can just actually lose by 20 min as opposed to being forced to ff 15 when you're playing with a random stack. It makes sense but, it obviously has gaps. People will always find an issue.
@@chillaxboi2109 game length and fight length/damage are entirely unrelated.
the game's structure is responsible for game length. like respawn timers, turret health, dragon buff power etc.
@@AlexanderMartinez-kd7cz It's common sense that, if fights as a whole took a longer time, the game would, too. Since fights are mostly the game unless the number of fights was cut down through respawn timers and length of the map.
@@AlexanderMartinez-kd7cz fr, if towers were more imposing that would limit early game snowballing so much.
Ye, my thoughts exactly as someone who used to play a lot of Gnar. Nowadays if you start the fight with 0 rage it feels like most of the time the fight is over before you get to stack it
In Smite there's Cu Chulainn that's a rage character like Gnar and the dev got over the problem of the unvoluntary transformation by giving his base form an ultimate that stacks a lot of rage in a single burst so there is a little bit of predictability and therefore consistency
Also an ability that consume some rage meter to prevent transforming into his rage form
@@faizamzar1224 yeah
While it's a different type of game in risk of rain 2 dlc there is a character that also has an involuntary transformation based on time, damage recived and dmg healed and one of it's abilities works to keep the current form longer it heals it in normal form and aplies self dmg when transformed
Cu Chulainn is really good example of a fun rage character. I think part of the issue is though that Cu Chulainn Normal vs Rage isn't as much of a power difference than mini and mega Gnar. Normal and Rage Cu Chu still play quite similarly versus Gnar which feels like two different characters
I've played both of these characters and definitely prefer Cu Chulainn because of the way you can manage the rage with Vent Anger, however I'd say Gnar's high's are higher and with Cu'Chulainn because it has much less range than Gnar, so the unpredictable / uncontrollable nature is at the core of this gameplay and design for him
A good way to fix this in my opinion would be giving mini gnar an ultimate that increases his rage by 15/30/50 per ult level with around 60sec cd. Giving him that little bit of unpredictability and control over his form but not making it so its insanly broken.
Or a pasive mini-form ultimate that lowers the threshhold for transforming? Would be the same effect (faster transforming), except he still couldn't "transform at will" as with your idea
So you want to remove exactly what keeps him in check. Curious idea to say the least.
Gnar is skill capped because you need a LOT of team coordination and skill to be effective. Like Ryze and Azir he would be a menace in Pro if he would be a solid pick in gold IMHO
maybe even something to spend rage in minignar and delay the transormation
Maybe if he could instead loose 30 rage in Miniform it would be better, so you could have a longer window where u r dangerous
babe wake up new why no one plays just dropped
His transformation being involuntary is one of the big draws to him as a charecter, its what makes him unique.
12:35 you can feel Bel's desperation and see the pain after Gnar kept the red buff lol
I sympathize with Gnar players to some degree. As a Shyvana main it's really rough for us to start a fight without ult ready. While it's more reliable to have ready compared to Gnar. Without our ult we're practically useless and also makes jungling to keep pressure harder
Best part is that your team mates will spam ping your ult if they force the fight for like no reason. Like this champion isn't new. How do people not know her ult is tied to her fury?
I main Gnar and shyvana life is hard man
@@axetheboss58rl41 It really is, but I love her all the same
As a Gnar main through and through, the real problem is all the item changes. If you're only deadly in one form, you're not a very good Gnar. Your opponent in lane always should be wary of you kiting as Mini, and tearing them a new a-hole as Mega, and that goes for the Jungler who tried to gank when you're about to rage. 2v1? Thanks for the double kill punk.
@@Prince_Smugarinait rly depends what u have against in top but its not hard to kite and make the enemy alr loe before gnar form so when u get it u can burdt them down with ur combo but i get why people who are casual players dont play him but its not honestly too hard to play in lategame and teamfights u will need mega to get all that cc tho but that also depends on ur team comp its very situational
I actually play Gnar along with Ornn top, though mostly Gnar. I love his playstyle, he's very fun and has a lot of great engages
Bro, you just named my top 2 mains. Please say you also play Dr. Mundo
@dylangosseye3184 i play ornn and Dr. Mundo when i go top and after watching this i think i will pick up Gnar 😁
@@DylanGosseye actually no sorry no mundo. I do gp mostly as a third pick ;)
We are the same, I love Ornn and have the mastery 7, going for Gnar's mastery too, i love these champs that i relate to you so much.
@FedericoXL gnar is best played when there's another engage champ with you, if you're the sole engager then you'll be hard pressed doing anything in team fights. But he's so fun, a good complement to my Ornn. Have fun dude
Meanwhile in pro-play: Gnar chilling comfortably as the 3rd most picked toplaner
My issue as an old gnar one trick, if you build for mini gnar, you attack so fast you are in mega gnar for most of the time. If you build for mega gnar you attack so slow you dont get mega gnar fast enough
yeah i get that
patch 14.16 rn, gnar has had the same build for like 2 seasons: triforce, black cleaver, steraks, then build adapting to enemy team, and i want to try some new builds bcs im getting bored, i thing gnar is really fun but i dont like building the same things, so i always try different items or switch order of the build (full tank, more tanky, more dmg, ap, lethality, lifesteal, hybrid, on-hit, etc), different runes (lethal tempo now removed, fleet, conqueror, hail of blades, elec, etc), i even started playing him mid and ive had success baiting with 95 rage then jumping and almost one-shotting midlaners with lvl 3 combo, even better with hail of blades
but i always have that same problem
Let mini gnar press R, to build an amount of rage. Resetting the calm timer
Cooldown fast enough he can constantly grow without calming, but the enemy would see it coming.
This lets you juggle the meter similar to Rumble during stalled segments near a teamfight.
I remember really loving gnar my first 10 games with him. Afterwards I felt the same problems vars explained. Early laning😊 and dueling is fun and rewarding but later game requires more team play to win. I wish you could preemptive stack rage without losing it. In this season team fights don’t last long unless your playing with some sweats who know how to engage well.
u cant control fate so he can be soo useless some times . like for example u just transformed and turned back to mini and a fight broke out then u cant get rage so u cant transform and become not soo usefull . so in the time when gnar cant get rage there should be a new mini gnar ult which would balance it i think .
3:27 it's crazy how little damage everyone does compared to today. Only one person died from that engage wow
I think gnar works really well as a secondary engage if your team has a an engage support. He can build up rage pretty easily while in a fight and then clean up the team fight rather than opening it
I've always wondered why people found Gnar so difficult, he comes so naturally to me
Here's my advice as a Gnar main: Don't touch him!!
Fiddle with the numbers here and there but messing with the transformation mechanic would mess with his overall kit and theme. He's meant to be an involuntary transformer with conditional strengths and weaknesses. If those weaknesses were less impactful, he would be an instant pick/ban in pros and solo Q.
Like it has in the past, when the meta shifts, Gnar's popularity may rise with it. This right now is his low tide moment.
Hear me out, maybe the best change for gnar is to make the rage meter control how long his mega gnar form lasts, like you said, but instead of his ultimate being just a button to change in between forms, maybe his ultimate could be the mega gnar ultimate we still have, but he transforms only when he uses it. That way he'd be way more consistent, but you'd have to wisely choose when do you want to transform.
It might be just another steroid ultimate but i think that would work really well with him
I like this idea, but they would have to nerf his R damage a bit I think
It would be hard to get into the middle of the team fight as mini gnar and not get insta bursted
Always good to see another Yordle featured.
Though they're taking an unfortunate portion of the not so great spotlights.
Whenever you go against a good gnar it is the worst feeling in the world. I have so much appreciation for good gnar players that know how to team fight and manage their rage bar to a T... Truly impressive when mastered. Zeus is one of the main players which I am amazed by his consistency on this crazy legend.
The biggest attributor for Gnar not being playable now is frozen mallet. Mini Gnar had more bulk and catch capability with it, since removal Gnar has not found an item that can compensate for that.
So true. Plus, the old glacial augment rune used to slow enemies periodically on autos which made him so oppressive with his W passive. Now it only works on stuns. Recent changes have not been kind to him :(
iceborn gauntlet exists, but then u fight some1 who botrk and divine sunder. And maybe I just suck, but i think i was doing alright at start of season 12 until they nerfed his hp from 580 to 540. He was already easy to one shot for some champs (Riv, Panth).
as a gnar main i love the little guy and i will never stop playing him i do not mind involuntary transformation i think its a cool mechanic and its fun to think of ways to play around it
Same, Gnar is my #1 most played champ.
He never gets boring to play IMO.
the champs is designed incredibly, perfect hybrid between meele and ranged champs, plays like an adc in mini, then a tank in giga, really cool desing and maybe someday we can have an adc like this, would be innovative adc desing and not just "Yasuo, but has some range"
Around 2017/18 before getting banned I had over 1mil mastery on Gnar, placing me around top 10 mastery in the world.
If I remember correctly right around the time Camille was released they nerfed his E cd from 18 to 22 sec, and he became mostly unplayable to me in the early game. Idk if my mental was weak at the time or if I was simply too impervious to change but he was just to easy to bully before lvl 6 after that nerf.
After losing my first account with my high mastery lvl, I lost intrest in toplane alltogether. After almost 5 years I'm still amazing at Gnar when I pick him up whenever I get autofilled.
Gnars R ISN"T hard to time, and it's not up to luck. As Gnar you engage into the enemy team, or if not, you coordinate with your team.
And when most of the late game team fights happen around objectives like baron or drake, a single jungle camp is enough to get you from 0 to really close to 100% rage.
Gnar is just depending on his team in late game scenarios when it comes to choosing a correct place, or waiting for him to kill a single jungle camp to build his rage up.
That's why he is dominating pro play since.. idk? forever? As a Gnar player you can easly tell exactly when you will hit your rage. Sitting at 92-98% just to hit a single Q over the wall and flash R the enemy team is the main idea of this champion. It's kinda like edging porn. When you finally get to release everything it's a magical experience ( and you get +20LP ).
Any changes to his R would honestly ruin the champion. If his R is ever changed to be more easly controlled he will dominate every game he is in. Let him be.
Completely agree, his core design is completely fine he might need a numbers change here or there but nothing too crazy. That edging metaphor is pure gold lmao.
I see a lot of people saying to give him more control of his rage by making mini r be an active to give you rage. As a gnar otp i really really think that changing his rage mechanic is by far the worst way to make him a better champion as that is a core part of his skillexpression. He already used to be popular so i dont think his fundamental design is flawed.
My main issues with gnar is mostly to do with his numbers, all of his basestats are incredibly strange. Hes super squishy with almost lowest hp in the game but can be quite tanky has okay attack range except when he doesnt and highest base ad in the game or kinda pathetic base ad, super high base attack speed and slowest base attack speed.
All of that just makes itemising akward since if you build for one form you waste gold in the other form, its like playing vayne and darius at the same time. Other transformers like nidalee or jayce have an easier time itemising for just pure damage but gnar has to build ad health resitances ability haste and movespeed at the same time to achieve an optimal build.
I think mega is plenty strong already, what i think should be buffed is mini base defensive stats and if necessary nerf mega to make it easier to succed even if you dont play perfectly around mega transformations which would lower the skillfloor but also not make him feel super punishing if you misstep a tiny bit.
Im quite frustrated with how gnar got durability nerfs right before worlds and how on any champion that needs a buff every patch riot just gives that champion more damage just slowly undoing the durability patch and making gnar feel even squisher.
@@Nak0tak glad to see im not the only one!
I play champs where you feel good when you play them. Mordekaiser because you walk like a raidboss, nasus (gameplay might be boring early but 10minutes into the game you turn into a demigod) . Gnar just doesnt have that impact for me
i’m a gnar main and have never found it annoying that his mini form is so weak, i really enjoy trying to bait people to all in me when i know i can transform soon.
Kinda weird, but Gnar's gameplay loop reminds me of Titanfall. You have your small and nimble form, and you build up towards a slow yet powerful form that can be game-changing but temporary. But a majority of your time is being nimble and quick
I think that they should just make his form like shyvanna, not being able to use r to transform until you have full rage. and when he is mega his r is the super ult. his mega gnar time stays the same but needs full rage to be activated but can now be stored
I think that erases part of the identity of Gnar, restricting his transformation to an Ultimate ability. Sure, you'll get to store a transform for when you need it, but it comes at a cost of HAVING to press R to Transform, instead of using any of your abilities to activate it early like it is on live to vary up your approach.
Gnar is one of my absolute favorites, and I don't see a problem with resource management and the idea that sometimes you just aren't ready for when a teamfight occurs
Toplane should have a shield around it that prevented any ranged champion not using smite from coming close to it for 10 minutos at the start of a game.
I think they do gotta lower the standard for grading in aram tho, it does feel much harder to get S's in Aram and given how its randomised champs either you alrdy know the champ and do well or u just kinda work with it, not much in between. And in a game mode where you can't recall, the only way to reset is to get killed or execute (which is made harder given how fast ppl get bak to lane now) you can't compare it to SR where keeping your deaths at a minimum to get S's while in aram dieing is required for you to even upgrade items and the game mode is entirely teamfight orientated
As a Gnar player I would say managing rage bar is the hardest and most rewarding thing if you are able to do it. On the second place is the boomerang return prepare/manipulation because you need to know where you want to stay after 3 seconds and not get abused because of that.
They just need to give him boost on his mini gnar form for ex a W or R ability, and he will be more viable trust me .
Gnar is hard to balance for the reason mentioned early in the video, it’s a little too hard to balance a champ that is in theory the perfect toplaner.
If used correctly, Gnar has it all:
- One of the safest if not the safest blindpick in top.
- Minignar has so much harass/kiting potential, almost at the level of Kalista/Vayne.
- Megagnar has the base damage of any other juggernaut/tank, meaning any ranged/squishy top will just get 100-0 by Gnar at lvl 6 if they don’t have flash up.
- Both a carry, utility and hostage pick for toplane simultaniously.
Gnar has to remain weak, if this champ is decent, you’re never gonna see people play anything else in pro play and high elo.
I think current version is the best, because as you said having transformation at will would be insanely broken, provided the cc and damage from current version are retained.
Current way of transforming is good, as it flows along with the pace of a teamfight (you poke, you get closer , you engage, aplly burst and cc and you go out).
Been playing Gnar since release as one of my mains and this is what i think of him.
Gnar is a cute lil angry boy that can't help it when he gets angry is his identity not having control over anger. When someone gets angry on the heat of a situation he stays angry until the situation cools, by this reasoning having a duration on his mega form makes no sense. Therefore I think rage should work as it does with shyvana ult, you hit or in Gnar case algo get hit you get angrier no matter if you are angry already or not. But not only hitting or getting hit on mega form should fill your ragemeter, Gnar also should gain rage way faster, some people get angry in no time with no reason.
Shouldn't Gnar, known for getting angry, get angry as fast as people that go from 0 to 100 in no time? With this reason what I would do is to convert health lost to rage preventing him to get bursted in mini form, he can still be bursted from mini to mega to death I'm not asking for invincibility frames like Kled, just a forceful transformation from being hit while at max rage. And obiously if he gets 1-shot he cant transform to mega if he's dead, remember burst is not the same as a true 1-shot. I would place the health to rage conversion to about 120% mini gnar base health = 100% ragemeter. Enough to encourage building tank to ensure a gnar transformation and preventing to have a 100%% reliable transformation on a full damage gnar build.
This way he still cant control when he gets angry but has some agency by hitting on mega form to prolong the transformation and getting on mega form when really is needed. The 15s cd on transforming from mega to mini should stay and nerf the numbers on mega form accordingly to this reliability suggestion.
And yes I know that my idea will never reach rito just wanted to share my thoughts on a character I love.
i think in the time when mini gnar cant get rage he should have mini gnar ult and it goes off after he can get rage and this ult also cannot be used if he fought any enemy's in mega gnar and turned back to mini . this ult can be a small ability . why i think this is best to balance him is if he is just faming he will transform automatically and turn back to mini and a fight broke out then he cant get rage and will be helpless .
I'm maining gnar since his release (every season he was in my top 3 most played ranked champion) because for me there is noone like him.
Mini gnar is ranged toplane and ideal bully, you can't kill him if you don't have many dashes or good all-in. Meanwhile Mega gnar with all his brute force, can easy dive or kill anyone poked down with his mini gnar form. I strongly prefer his mini form, it's not boring, you have to kite, kite and kite, if done corectly enemy has realy hard time.
When dying as mini it's usually due to bad kiting, so almost every time i know i could kill someone but i missplayed. Meanwhile being mega gnar is just looking for all in potential and try to stay alive when you can be kited.
But one fair thing, in previous seasons playing gnar was somehow easier, teamfights lasted longer, so mega form in almost every fight). And btw. since his cd reduction buffs on ult, it was possible to cast 3 ultimates in mega form, when old cloud drakes gave ult cd reduction. Best feeling people multiple times into wall :D
maybe im weird but-
Could I ask a few things?
Which elo are u ?
Which server do u play?
Are u down to practice match ups ? Im a riven main and looking for ppl to spar match ups with :)
@@fabiambuiten8119 Eune, low diamond (somewhere between d3-d2).
If you got any account there, then sure, we can play some practice matches, I didn't play vs riven for ages (and I'm glad for it :D)
i feel like if riot was to take a note out of smite's book for this kind of transform gimmick, gnar would be so much more consistent to play. cu chulainn from smite has the same transform from fury build-up, but can control it so much better. his w can vent fury so as to stall out his rage, and his ult can massively build up his rage depending on how many people he hits. if they do change gnar in the future, i hope they take a look at that kind of angle for him
I straight up wouldn't change him, Gnar is perfect just the way he is. Part of his mastery is learning how to control his "uncontrollable" transformation, with practice you can keep Gnar hovering at 80 - 90 rage in the neutral game such that when a fight breaks out it's go time.
I suggest if they were to change him, do something with the W. Although I support your opinion. It takes time to master the rage aspect but he hasn't been changed since they released him in 2014. I would like to see Riot's approach to the matter. Yet still I think it's super hard because his kit just nails his role of this agile, annoying, kiting little pest and that big, hulking menace in teamfights that we love (well at least I love)
wont change the fact that ur gonna get much less out of mastering this guy instead of sny of the 20 broken top picks plus its gonna take longer.
gnar is one of those champions I wish I was even remotely good at but just, couldn't be asked to pick up
Just- play him. You might think" ohhh but his play style doesn't suite meee" there are many different and fun builds actually change this play style and makes him really fun! Like ap gnar or everfrost gnar~
The other problem with your suggestion of swapping on demand with reduced duration is that it would be a massive buff to on-hit gnar, since you could swap for next to no time, and guarantee your cooling off period for a teamfight. My recommendation would be to move the forced transformation from a delay to his next source of damage, and maybe increase the delay before rage decrease if it hits max rage. That way, it would still force him to flip if he wants to fight, but it would allow him to store up rage better so he can flip when he needs to.
I feel like his base health is a bit low because now a Darius can walk into your face e you then force u to use tp lvl 1, buff his health and health regen ty.
The transformation reminds me a lot of how kled/skaarl work. More so then Jayce or Nidalee.
not rlly u always want to hop back on skaarl asap :P
Permanent Mega Gnar would be an OP champ
Permanent Mini Gnar would be a trash champ
He is in Mini form 95% of the time
One idea I have is to split one or two abilities of his base form into two parts and make the second part cost a certain amount of rage.
Players still have to manage their rage unless they don't want to go into mega form ever, but it create an interesting dynamic of deciding between a chaos goblin running around kiting, spamming skills and be a pain in the ass, or let the rage build up and burst the enemy a second ass.
I think they should make it so that he can store rage for much longer (maybe he transforms only on ability cast?), but it takes longer to build it up. In lane he would still be pokey, but he could prepare for teamfights by stacking rage on minons or monsters.
the editing in this video is so clean its kind of unreal
Scale his stats off how much rage he has when he transforms.
100% Total Ad > 140% Total Ad based on the percentage of rage you had when he presses r in baby gnar. Maybe a 30% requirement for mega gnar to have stun ulti, so it just tosses you if you are 29% or lower, and do the same for all his abilities. Boulder goes away based on how much rage, Wallop stuns for a durration based on his rage ect.
A year ago, gnar also got nerfed into the ground, Trinity felt bad, black clever felt bad, and he could utilize majority of his damage as small gnar. Recently, he got back into his prime allowing mini gnar to deal a lot of damage, so even if you arent in mega, you still have use. You cant peel easily, so you cant be main peel (which a lot of supports go for mages now, and if they go tank, they dont peel carrys.). But even then. mini gnar does high damage over time while mega does high burst. opting for bruiser build will help both sides do what they are intended to do
brain fart:
- Gnar can transform at will, or maybe above/below 50% to enrage/calm down respectively
- he can’t do both in sequence, e.g. no enrage+bonk+calm down+hop when you’re at 51% rage (might be unnecessary given the following restrictions and too wall of text to specify the various states tho)
- an early enrage gives you a hit to AD and transform duration scaling with missing rage
- an early calm down puts all your abilities on cooldown scaling with remaining rage
- give or take a flat factor on either to reward perfect planning? (might be a bad idea if in practice it just rewards luck)
I think there's 2 ways to enhance him witout keep buffing mega until he can 1 tap your entire team.
You could embrace Mini and give him an actual ultimate in the form of a disengage/slow, similar to old Aurelion ult, and the trade off will be the Cooldowns, since you will not be able to use Mega's ult.
OR You could let him transform with mini's R when he wants as long as he has 100 fury. It will not fix all of it, but at least mega will not be an inconvenience anymore.
As a gnar main, the only way i can see volentary transformation working is if when he transforms, it puts his ult on cooldown. So you only use it if you want the more health/damage despite you missing your super ult, the big meat of the transformation.
Maybe a small fix is the time it takes Gnar to auto-transform is a bit longer. If it takes 4 seconds to auto transform have it go up to maybe 8 at most, giving more time to decide if you want to dive in while still having to figure out timing still.
Another thing could be you can end the rage form earlier and retain some of your rage meter even though you can’t obtain more after leaving like usual. So at least you have a head start to gain it again.
I’m still new to LoL but I do try to understand how to balance game mechanics to make them seem good
The fix I would do is that "for the amount of enemies that are in an area, the stacks of rage increase", so if there's only one enemy the rage stacks normally, but if there's more than one stackes faster, giving him an extra possibility to engage in tf
The rage over time mechanic is cool with some interactions that allow Gnar to cast abilities mid jump. If you hop at 99 fury you can ult while in the air
Afaik you can still ult mid air as long as it is the double jump, even casted at 100 rage. Definitely true for mid air W at 99 rage
Good explanation for Wukong gameplay 9:48
Gnar mid-scope Update (Idea)
I'd give Mini-Gnar a Spammable Ultimate that Lowers/Consumes his Rage: Mini-Gnar's next Q is Bigger deals more damage and consumes 35 rage (rage should decrease when using Q not when clicking R the Ulti itself has no CD)
MAYBE: if Gnar has less then 35 Rege increases his rage by 35 instead but Mini-Gnar's R goes on 20sec CD
I would change Mini-Gnar's stats to make him more of a rangerd bruiser
-Decrease his range (Especially in late game)
-Reduce its mobility
-Increase damage
-Increase the solws
-Change the power-buget between Mini and Mega from 30%/70% to 40%/60%
More examples of how to change skills:
Q- Hits both forwards and backwards (the second hit would do less damage than the first about 65%/75% less damage) slower projectile speed or less range
W- Gives you much less movement speed but slows
E- It no longer gives you attack speed but if you jump on an enemy it gives you a shield, Increase damage, bounce dash speed decrised
Sorry for any grammatical errors, English is not my native language
Edit:
Mega-Gnar nerfs:
-Decrease his burst damage
E- Reduce damage
R- Reduce damage
Just make Gnar reverse Kayle
An agile ranged champion that becomes a permanent hulking beast towards the end of the game
I really don't know if that would be a good idea but after what you've said about your idea on how to give Gnar access to his melee form whenever he wants, it could just be something like : 33% rage you get to cast your R and one spell out of the three basics (you get to choose but only one), 66% you get two and 100% you get to throw your ult and the three other spells, since you really only need to throw ult and all your cc before going back to smol Gnar
My build was always Botrk and Sunfire. Never changed it, the Atk speed helps mini and sunfire helps Mega. Since in early mega is still bulky enough, I go for Botrk first.
Nah, I wouldnt change his abilities, the problem is not mega, is mini.
His aa range was good for the state of the game when he was released, the tradeoff was that he was squishy, but he was hard to catch due to his range and speed. However, most of melee top champions, newer and newcomers to the lane nowadays, do have abilities that match his aa range and are stronger, and even have ghost, meaning that he is easier to catch than ever and he cant really use his ranged advantage.
The other thing is that his base damage for the abilities totally sucks. , his lvl 1 q is 5 i think. the rest of the damage is from bonus damage, it should be the other way around, his base damage should be higher, but his bonus reduced, that way you can either have good damage in mini for building tankier for mega, or have insane damage in mini while being a glass cannon.
As it is right now, you dont get too much damage if you go mix dmg and tank but you really dont get tankier either, and you really dont get insane amounts of damage in mini as glass cannon, just ok damage which wont do it for normal play.
Thats it, mini doesnt have good damage and most champs are stronger than you, you cant really take advantage of the range nor speed anymore. It doesnt mean you cant have a good laning phase, but it is certainly easier to lose the lane than being equal, winning it is almost out of the question.
In my opinion one little change they can make to gnar is giving him an ult in mini gnar.
Maybe the ult can be becoming mega gnar
Obviously after that it gets into cd.
It can be interesting and add more complex into the champ, making you decide if use the ult to transform orwait, keep the ult until you transform.
It would be interesting if a button, like his jump, had an alt function when held down to cool him off (or just shortcut the timer to start cooling off), and put that button on a much longer cd. That way, the transformation is still involuntary but he's giving up an ability cooldown (particularly if it is his escape) to stall it temporarily. The trick would be making sure that if he's still going to constantly attack the rage will build up faster than the chill out cd.
12:40 gnar has a glitch where you can use an ability while you are in the middle of jumping with Crunch from mini to mega so long as your rage bar reaches 100 while you are performing the jump. This makes for a great unexpected team fight ult, although it's quite difficult to pull off in a real team fight.
So Gnar does have a satisfying and important form change combo, it's just so unwieldy and unlikely to be of use as to be negligible.
FYI I have used that combo to initiate plenty of game-winning team fights, but I'm low Gold, so I appreciate that my opponents and I aren't exactly pro players and so this glitch may be unusable at a higher level of play.
While in mini-gnar, your ultimate should be a toggle - to Stoke Rage or Dampen Rage. While Stoking Rage, it takes 5 seconds longer for your rage to decay and you gain 50% more rage from taking or dealing damage. While Dampening Rage, taking or dealing damage causes 50% less rage. When you toggle either way, you gain or lose 5 rage, and the toggle has a 10 second cooldown.
Now you can manage your rage to ride the edge of whether you want to be mini or go mega easier, enemy teams can't influence your rage gain as much (having some random poke push you over into Mega suck), and late game when there aren't minions around battles your poke gives you more rage, or poking minions/jungle mobs gives you more and lasts longer so you can rage manage.
i think a good mini gnar ult would be a small CD channel for rage, something that would not keep his rage from decaing but would help him manage his rage better and would give the enemy team a clue what he's planning to do
After getting M7 on most supports, I wanted to pick something off meta and one trick it because I got sick of the routine. Picked up Gnar, and it definitely wont work in anything above Bronze, I'm happy to main him. There is nothing quite like walking into a bush before double rage-hopping out and surprising the enemy bot with a wall slam. Love my little guy, favorite champion. Hope they never change him
What ? He was one of the most popular
Maybe you could have his Ult in baby forme add a flat 25%-50% rage so that it is somewhat controllable, yet not completely on demand
A gnar main way back in 2014, I used to love the guy but since the meta changes he simply doesn't fit as well as the other new champs. He really had a moment when stridebreaker had a dash in S11, but after that was removed he has never been comfortable for me with since. I'd love if they reworked his rage mechanic to be like shyvana (casting r = mega mode w/ R2), it would give him a lot more flexibility and make diving him very inconvenient.
I think an idea to balance him could be: if he isnt int the "tired" state (the 15 seconds after changing from mega to mini) he can use his ultimate to transform into mega BUT for each point of rage below 100 a second is added to his ult cd. At 16 he could use the ultimate at 0 rage to turn instant into mega but the ultimate will have 130 seconds of cd. Maybe a linear 1 to 1 conversion of rage to seconds is too low but that could be balanced after seeing if that makes him more reliable.
ive always felt gnar would benefit from a rage mechanic change to be more like sion passive. if mega gnar could continue to gain rage (with diminishing returns) he could stay impactful in team fights for longer. they could also lower how long he is transformed by default to around 10-12 seconds so he can stay out of a fight and elect to go back mini without waiting as long
I mean, if you make his ult at will then he basically just become shyv before ap became her main build. She ults, pops all her abilities, runs you down, and turns back after she's out of everything.
a great way to fix him would be to do the changes you were on board with, but also tie the amount of damage he does in mega to the amount of rage he had when transforming, if he wants the full mega experience like you get now, wait till you are at 100 and you do big damage with big cc, or you can transform early and have the same cc, but do a % less damage based on how far from 100 rage he was
Maybe take your idea, but if you transform with mini ult, then you don't get mega ult. But if you shift with rage, then you get ult as usual. Probably some other tweaks alongside, but that's just the bare bones.
As an EX gnar main ( also getting back into gnar ) i find a lot of his "team fight wins" come from him being able to mega and if you get poked into mega sometimes it can hurt ur team a lot HOWEVER if you are building to play MEGA then you have to understand not to be a big bitch when ur mini gnar ( kite, poke and burst enemies when you can, but also don't hesitate to take shots for your adc or mid laner ) you are still a bruiser/tank and gnar i find is really good at dealing with fed people which is a bonus
They could add a effect to his abilities if they don’t already where one decreases his rage and one increases it but a little fun thing would be if you want to decrease it you have to land the attack on a enemy champ, minion, or jungle monster otherwise the decrease will turn into a increase rage that way it would give players a sense of control while also keeping it a bit skill reliant as they have to hit something to decrease it otherwise they’ll possibly increase it and transform because of there missed ability
The worst part is when someone pings your ultimate after a lost team fight, not knowing how it works.
You could make it so he can store his rage for mega and give one of his mega abilities the effect to return him to small. So you can ensure you have big when needed and remove big when not needed
As a former Gnar main there are 3 main reasons why he's not played
1) Frozen Mallet removal- gnar is squishy in his small form. Frozen mallet gave 700 health with some AD- but the passive was huge. Slowing enemies allowed him to kite. Now if he's gap closed he's dead.
2) TP changes. Gnar is about teamfighting. With the increased TP cooldown- that hurt him a lot. Then riot made it so TP can only be used on turrets the first 14 minutes. That killed his teamfight presence.
3) Game duration. Games used to go on for 35-60 minutes around his released and when he was played. Now they frequently end in 25-30 minutes. Combine that with TP changes and he only has 10-15 minutes to make impactful plays
The biggest buff Gnar could get to make him playable would be revert all TP changes from the last few seasons
Fixing gnar is pretty weird, I think I would go the guilty gear strive nagoriyuki route, and allow gnar to gain strength as he gains rage, so mini can have just a taste of mega, and maybe make one of his abilities gain just a chunk of rage, so he can chose it to transform, a lot of his numbers would have to be tweaked, but I think it would work
I sorta agree, I think to make gnar a reliable champion they should make it on demand.. but this will be so broken if his whole kit isnt nerfed... plus the fact that if that happens, gnar will still never be a good soloq champ as it would be to oprresive in proplay
I think there is a good compromise between the at will and the uncontrollable transformation, and that's the simply tie his mini ultimate into just giving him 50% on demand. It still makes him uncontrollable to an extent in the early game while still puffing his mid-to-late gamepressure
For the idea you presented at the end for Gnar using his ultimate to transform and having the amount of rage determine the length of his transformation, you can instead have rage be a resource to cast his spells in addition. It takes rage to transform for a period of time and then a certain amount of rage per Mega Gnar spell. The first spell is free, the cost included in the transformation, and after a set period of time Gnar transforms back into mini form. So 25% rage Gnar can transform and cast 1 spell and quickly turns back Mini and 100% rage Gnar gains his Full length transformation and all 4 spells.
Mini Gnar with minimum 25% rage can still engage and Mega Gnar Ultimate but Gnar would have to use Hop instead of Crunch. Which may or may not be worse for him positioning wise depending on the situation. 50% Rage Gnar can Crunch and Ultimate. 75% Gets Crunch, Ult, and either Boulder or Wallop. 100% Rage gets the full rotation.
I do not know if this version of Gnar would get a second boulder toss. It truly depends on the Rage cost of the transformation. I can see the rage costs be low but the Mega Gnar form costing something like ~5 rage a second. That gives him 20 Seconds of Mega Gnar at full rage assuming he casts no spells for whatever reason. Then each spell can cost 10~20 rage. 20 rage cost for the spells only gives Gnar 4 seconds to do his rotation at full rage. 10 rage cost gives him 12 seconds at full rage.
I think we all agree on that the rage trigger is the issue. Maybe he could transform at 100% rage (while he charges it slower), like shyvana R. Then, a recast can be his current ultimate.
Listening to this as someone who used to play a ton of Smite (because that was the only good moba on console) watching this is kind of funny because Smite has a similar character in Cu Chullain who basically is a stance switch character that you can't really control when he stance switches he gets a significant buff in rage mode and is a very dive heavy top laner. What's funny is he does have a way to control his rage in his kit (it does that gives a mild speed boost and gives an aoe damage aura) and he's consistently been a good pick for as long as I can remember
The only issue with Gnar is that opponents can see when he's about to transform. If the opposing team had to guess, Gnar would be considerably more playable. Imagine trying to face Gnar without knowing how close he is to suddenly going berserk - you couldn't just abuse his small form and calmly back out until his big form wore off, which is what players do to him to make him borderline useless.
really invite sent to riot to rework
this is why gnar is one of the most interesting champions to see in pro. everything that makes him "bad" in solo makes him good in pro. managing the rage bar is the hardest and the most rewarding thing with gnar, and seeing the best toplaners in the world doing it perfectly just feels and looks amazing
i am suprised you didnt make a video about gnar before as you talked about how inconsistent he is in the kled video
I think Gnar W active should consume his rage for some benefits, maybe an increase to the bonuses W gives you?, the other thing they could do is have his R in mini form Let you temporarily transform, and use one of the mega gnar abilities, consuming X amount of range and going on a cooldown. This would give mini gnar more combos and a slightly different feel, and more pressure.
An idea to fix him is to let him transform at will with a reduced duration but if he transforms under 80 rage he can only use 2 abilities in mega (ult would count as 2), above 80 under 100 he can use 3 abilities (ult count as 2), 100 rage normal mega form
My Idea : Add an active on mini-gnar R .
-Cool off (active) 120/90/60 : Gnar cool off his angriness and halves the amount of his rage gauge. If gnar is already at 100% rage and about to turn mega-Gnar ,the tranformation is canceled and the rage amount is only reduced by 25 %.The cooldown of his R in mini and mega Gnar are separated and do not enter in pause when in this other form.
The point of this small rework is to allow players to chase longer enemies in mini gnar ,delay a fight or offer an escape plan if gnar must flee but is about to turn mega.
As a long-term Gnar addict, I think that Gnar has always been well positioned in the game. He is strong enough to see pro play throughout the years, but not dominant in solo queue, which is a good thing. He is satisfying to play, even in mini. You say that his transformation is too easy to play around at higher levels, but as you climb higher, teams on both sides understand the concept of the loaded gun pointed at the team fight when they see his rage bar is close to full. Sometimes the threat is all you need imo.
Imagine Gnar's W had an active, that works simular to Yi's meditate, that hit sits and calms himself down, channeling and lowering his rage bar
I think you’re missing the point here. If you’re being chased and throwing the boomerang to zone enemies following you, there is no time that you can “sit” and calm down.
Oh, hey, that's my main. I thought it was so forgotten he wouldn't have his own "Why no one plays" series.
Give him the Aurelion Sol passive treatment: Get enough stacks, get a voluntary Mega Gnar cast. Just makes the stacks so high you only really get it like 3~5 times a whole game.
I think he should have a decision, when it comes to transforming, but not anytime. When he built up enough rage, he should only transform, when you press e, and reactivate it in the air. This way, you can wait with your megaform, and only transform, when needed. And you should be able to transform back earlier, by doing the same thing: pressing e, and reactivating it in the air. This solves the problem, where people wanna use one form, but they either transform into the megaform too early, or transform back too late. This way, you can actually combo with him, but you are still limited to the rage buildup. Sorry for my broken English, and what dl you think?
giving gnar a voluntary transformation could be a thing, but not if you modify the transformation rather you implement a system "like rumble" :
If you transform at full rage you get all the insane stat buff, but if you transform with no rage you get the same insane stats... as debuff (he doesn't feel like it). Meaning you become a diver without the stats for it (so you bring in the utility and a fairly huge chance of getting one-shotted if you don't know what you are doing.. or even if you do). And of course you have to stay this way for 15 seconds. To balance how good it is, you could implement a non linear scaling of the buff : you decide where the neutral point (= no buff or debuff) is depending of performances (maybe the proper "neutral" point is 75%) and to visually advertise this you color the rage accroding to the strenght of the malus/bonus gnar will have if he transform.
Disclaimer: Vars clearly knows what he’s talking about, I’m just pointing this out. I think gnats transformation, while involuntary, isn’t luck based when it comes to team fights. If you feel like a fight will happen, hit scuttle, go to a nearby wave for rage, and get close to transforming. Then, proc it in the fight. This is difficult to do, but highly rewarding since it helps better control gnar’s transformation.