Cho'gath quality of life

2VHWu4GBa6·7/17/2014, 8:21:25 AM·3 votes·887 views

Reposting this

PREFACE! READ THIS FIRST!

These ideas

I wouldn't dream of saying all these things need to be implimented together. That would be STUPID OP. I'm saying that given cho's current state, each these changes individually or two of them would improve the health of the champion, and maybe have him seen at least ONCE in competitive play. These are improvements that would give him a decent Quality of Life in the way the game is currently being shifted. Application of one or two of these changes would make him plenty healthy in my opinion. <<

Strong points of champions in the game

I'm also making these statements based on the concept that cho doesn't display overwhelming power at ANY point in the game whatsoever, not early, not mid, not late. Compare this to:

  • an early game god like pantheon, lee sin, and eve.
  • a mid game master like syndra, vi, wukong and pretty much any OTHER bruiser.
  • or late game pests like pretty much any AD carry, especially tristana and cait, and things like jax, yasuo, kassadin, rengar, karthus and fiddle.

Cho's time to shine?

These champions ALL have their moments. I honestly think cho should be a late game beast, that's where I feel he belongs, and currently his earlygame is so frickin hard it would be fine as long as he scales very powerfully into late. As it stands now, he requires the hands of a master to even be viable, and that's really unhealthy. The champion should be fun for everyone, not just the 7 of us cho mains who make it to diamond after like... 3000 ranked games with the same champion.

Changes that would be good for him:

P - Give Spell vamp, or healing on auto-attack as you gain levels. Healing from last hits only goes so far in this game, and having a relatively useless ability once lane phase ends is an unhealthy mechanic. Q - cast time on Q needs to be reduced/removed. SUPER unhealthy mechanic to have a bread and butter skill that is SO easy to outplay. W - Maybe add a slow to this. E - Should Give attack speed as you auto-attack, there is almost NO incentive to ever use this ability in team fights. If you're tank, your damage is so low it really doesn't matter that much, and if you're AP, you don't want to get close enough to use it, as you might just die.

Full discussion for his ult.

(Frankly, stacks offer PATHETICALLY small benefits compared to how difficult they are to maintain as a tank. This is a snowball effect, similar to snowball items like majei's soulstealer. Little known fact, Vladimir gets MORE hp from his passive with full build, and cho doesn't get ANY bonus AP from any of his abilities, like vlad gets from his HP, on a passive, that doesn't require stacking and maintaining, and doesn't take away his ultimate for 60 seconds. Also what tank wants to use a stacking item? Tanks are in a position that is very risky for them, and they get focused and die a lot for the good of their carries. Jax, yasuo, and rengar aren't carries or tanks and they die a lot, but he's not punished for it like cho is, and yet they just gets to win so much harder late even if cho actually gets to stack. how is that fair?!?!?! They must just be crazy weaker than cho early game right? Nope, they're stronger early too. They're stronger than most other top and mid lanes early. My point isn't that cho needs to be broken early game, my point is that stacks need to be something that SERIOUSLY punish the enemy team if cho is allowed to get them, and as they are now, Cho isn't a big deal.)

  • Stacks need to go to 8, not even kidding. Even at full stacks cho doesn't really feel that imposing anyway, he could use a buff to his size. (but he'll get hit with more skillshots!!! ok... he's the tank, that's good for him)
  • HP alone may not be the best idea for this, yes it's nice but it's the weakest tank stat alone right now, as EVERYONE has max HP draining abilities these days. How about trade some of that HP on the stacks for some armor? or maybe some AD? Big things have more weight behind their punches right?
  • Special effects on other spells when stacking ult. Cho's other abilities need to gain buffs as he gains size, makes little/no sense that his other powers are unaffected. (simply increasing the Area they effect would suffice, the way it works with his E.)
  • I like the idea of ignoring unit collision at 3 stacks, and doing AoE damage (like sunfire cape or alistar passive) at 6 stacks.
  • He needs to move faster as he gets larger. There was a discussion of this when lulu was released, and there was an argument against it that made NO sense whatsoever. Larger creatures cover more ground more quickly than smaller creatures, especially if they are the same species. If cho moves a certain speed when tiny, why would he move the EXACT same speed when he's huge? a roadrunner (small bird) can run 20 MPH, and is known for it's speed. An Ostrich (slightly larger bird... lol) can run 43 MPH, more than double it's speed. You can also match your house cat against a mountain lion, 30 MPH vs 50 MPH respectively.

2 Comments

2VHWu4GBa67/18/2014, 6:08:03 AM1 votes

bump

2VHWu4GBa67/21/2014, 2:24:22 AM1 votes

bumping