Ideas for Kog'Maw rework
As you have probably noticed
isn't very popular.
In fact I have never seen anyone play him outside of coop vs AI this year or last year other than myself.
Recent changes to his Q and W made him a little more viable, but I think he needs much more than that.
I play him as ap mid, so my suggestions here are biased towards that, but they also should work for ad builds as far as I can tell.
Most of these changes are to his ult, as I think it's the more interesting part of his kit, and should be used more.
I've sorted these changes from less to more radical.
These following 2 changes I'm very sure of, and would like them to be done even if everything else isn't appropriate.
1.Hitting someone with Living Artillery does not reveal
to enemies anymore. Instead it leaves a mark on the ground. That mark is arrow-shaped, and that arrow points in the direction where
was when he ulted.
Riot added this reveal mechanic in response to players frustration from not understanding where Living Artillery came from. But current implementation is just too silly. It punishes
for doing smart plays and ulting from hiding places, because most champions have no problem jumping to him if they know his exact position.
2.Hitting enemy champion with Living Artillery grants
bonus movement speed, but only if
is moving towards that enemy.(Like
or
)
In order to compensate
for his strength(long range) Riot made him a distinct weakness(immobile, no escapes, no stun therefore can't escape when caught). And that I think is a good pattern. However as a side effect of that, they actually made him unable to chase enemies when he wants to be aggressive. This suggestion provides him with aggressive mobility, while not giving him any defensive mobility.
3.Slightly increase range of Living Artillery on lvl1
Very starightforward. His ult's range is great on lvl2, and especially lvl3, but lvl1 is just a little bit too short, which forces him to be less active before level 11.
4.Rebalance damage of Living Artillery.
It has a problem of dealing a too wide range of damage. Sometimes when you play ap and you are ahead, Living Artillery may hit like a truck, which may feel frustrating to enemies, while other times when you are behind, or against tanky comps, or most times when playing ad, it barely deals any damage, so you don't even feel like using it at all.
I'm suggesting for a middle ground here, which can be done for example by lowering the damage but making it true damage. Or maybe make it scale with percent of enemies max hp, like Bio-Arcane Barrage.
5.Remove Icathian Surprise, and replace it with a proper passive.
This passive is so wrong on so many levels. I call it "False Hope". First of all, you can barely ever run up to someone with it. And even if you do, there is no actual surprise in "Icathian Surprise". The duration of this state is constant and has strong audio clues to when it will detonate, so it makes no problem for enemy to shield/dash at the last second. Even if those problems could be somehow resolved, it would still have no synergy with his other kit whatsoever. I would prefer something that would help
to not die, rather than something that activates when he dies. As to what this new passive could be, I have an idea in my next suggestion.
6.Remake Bio-Arcane Barrage into new passive, and add a new active spell in place of it, with more gameplay to it, possibly a skillshot.
I like effects of Bio-Arcane Barrage. Long range attacks and additional damage that scales off enemies health is sweet. What I don't like is the actual amount of gameplay tied to it's activation. It's just a "press a button to become stronger". Riot likes to talk about such things as "window of weakness", but it doesn't work here because
- If you build 40% CDR, that window becomes almost non-existant
doesn't even need an artificial "window of weakness", because his "window of weakness" is anytime enemy comes close to him. Anyone who played
knows how quickly he dies.
So my suggestion on how it could be remade into a passive is something like this:
Icathian Frenzy
Whenever you kill a minion or a neutral monster or hit enemy champion with any of your spells, you become frenzied for 4 seconds, gaining additional range and damage on autoattacks.
As for what new active ability he should have instead, I'm not really sure. What do you guys think? I would very appreciate suggestions for it, as well as any feedback about my other suggestions.