4.8 Cho'Gath and how we can continue to improve the Terror of the Void

Miko Ryukudo·5/23/2014, 4:22:39 AM·3 votes·967 views

To Riot I would like to say, WELL DONE. The lowered cast time on Feast is BLISTERING fast. Thank you kindly for this buff!

Feast feels perfect to me at the moment. But there is still a skill in Cho's repertoire that still feels really clunky.

Rupture.

Why does it feel clunky? Because it is inconsistent. How is it inconsistent? I don't know if this is how Rupture has been for the longest, but I noticed today that I would land Rupture under 2+ champions and that none of them were effected by the knock up or slow. (I was building tank and maxing it last, if it still damaged them, it was so miniscule and unoticable)

I feel like the hitbox for Rupture is either off, or perhaps it may be bugged.

Proposed QoL upgrades to make Rupture feel like a better skill:

  • Change the visual indicator (the circle) to better match the actual hitbox for the skill

  • Fix the issue with the spell misfiring and doing nothing, making it better recognize when a champion hitbox is clipped around the edges of the circle

Proposed buff to rupture (completely optional) :

Lower the cast time to a flat .4 or .5 seconds.

Analysis for proposed buff and supporting detail of Cho'Gaths character:

Cho'Gath is a very big and very clumsy tank, especially at maximum stacks. His Rupture, Feral Scream and Feast all require him to stop moving to cast, and long cooldowns. Aslo, for being so large, it is an absolute pain to navigate through minions and teamfights due to his immense model size. ChoGaths identity is being a damage soaking tank, while being a bodyguard for the team, initiating, peeling and dissrupting. Cho'Gath can also be a destructive wizard, but that in my opinion is more risky than tank Cho'Gath (Huge target to be bursted down, building damage).

The meta for the past two seasons has favored champions with high mobility in a wide array of forms. When Cho'Gath entered Summoners Rift, there really was no such concern. Cho'Gath used to be feared as a juggernaut with very respectable damage. But nowadays, Cho'Gath is ran circles around by much more modern designed champions and it is very hard for him to damage and lock down targets.

During the laning phase, Rupture is less easy to dodge but it does so little damage. If it lands, it can mean a kill with jungle help. If it doesn't, it can mean he himself is killed by the opponent and their jungler. I am more okay with this, because it doesn't make Cho'Gath a completely safe laning choice.

Mid and late game is where Cho'Gath really has to land Ruptures. With high mobile, high impact damage dealers, Cho'Gath has no room for error. If he lands a good Rupture, it can give his team a good chance to collapse onto the enemy. But if he fails, that is 9 seconds that Cho'Gath can't do anything but silence (13 seconds cooldown) or body block for his carries. Missing Rupture can mean that your team gets Aced, due to the fact he can't do much else besides soaking damage and at worst case, trading his life for his carries. But this is the most punishing part for Cho'Gath, because he has to AFK Feast farm for at least 2 minutes to be back to where he was before he died. Missing Rupture put his team far more behind than just getting a kill. It put their tank out of commision for a minimum of 2 minutes and a lot of things can happen in that time.

This is where it is not okay for Rupture to be a gamble. If you are behind and your team depends on you to peel and tank, not landing Rupture means you are a detriment to your team. This is one of the biggest reason why Cho'Gath is not a competative pick. Because of the state of Rupture, he is too big of a gamble. You could also argue that he is punished too hard for dying, as in losing half stacks. My counterargument to this is; he would die far less if his only skillshot peel/initiation tool was not left to RNG (whether or not it misfires) or the skill may have too much counterplay for the risk involved with picking the champion. At least if you were confident with being able to land Rupture, you can return to teamfight with less than max stacks and Feast on the fly, while still being able to at least peel for the team.

There is risk involved in pulling the lever to make Rupture a better skill, I am aware. I don't want Cho'Gath to always be able to land Rupture, but at least having a chance. He NEEDS to land Rupture to be viable. I ask you Riot, please consider making Rupture a better functioning skill at the very least

10 Comments

ChaosThief5/23/2014, 3:05:37 PM1 votes

I think rupture is meant to be clunky, because of his size. Big stomp, the ground ERUPTS and shoots you to the sky. Afterwards you can hardly move.

But to be honest rito: can you make it bigger with his size?

Sire Hippington5/23/2014, 7:19:49 PM1 votes

I think rupture is ok, not sure if it'S inconsistent again(or still?) as they fixed it quite some time ago.

His W however needs a look, as the actuall range is lower than visually indicated if cho reaches some stacks, so the range should increase a bit with each ult stack.

Another porblem with cho is imo his ult-passive, it should give less health, but he should gain more base health/lvl so he is less squishy with no stacks, but also less beefy with full stacks. Currently, the huge difference between having those ultstacks or not makes him pretty snowbally

Erberor5/23/2014, 9:35:02 PM1 votes

Amen to that. Maybe reducing the delay depending on ruptures's level or (stated by someone earlier) increasing the hitbox of it depending on size would help even this all out.

Miko Ryukudo5/24/2014, 11:09:37 AM1 votes

For everyone saying that "Rupture is meant to be clunky" really states that he needs even more help than just his ultimate.

Going from a "Rupture is clunky and needs to be fixed", to "Ruptureis supposed to be clunky" means there is something wrong with the skill design.

Cho'Gath is supposed to be slow and lumbering, but he is not supposed to be clunky. There is no skill on a champion that should feel clunky. If there is, then it should be fixed. If said skill would be too strong fixed, then it should be fixed and then readjusted with balance.

I don't think making Rupture a wider radius would be the answer. The size is fine, I just think that Rupture should fire more consistently and a little faster. I would be completely fine with a ratio nerf on Rupture to keep AP Cho'Gath in line for compensation to the buff if it was needed.