A change for Cho'Gath.

Letsgetcooking·4/19/2014, 8:28:14 PM·2 votes·4,110 views

I posted this on General discussion, but i think both forums deserves their chances to speak.

I like Cho'Gath. I love his gameplay, his strengths and weaknesses, the feeling i get when i play him is simply amazing. I give a high five to Ezreal and Guinsoo for creating such a cool champion.

Cho'Gath gives me the feel of a Boss battle: he's big and has a lots of Hp, but his kit is predictable and can be dodged quite easily. He's got a powerful array of CC and damage that only under certain requirements he can deal. He can't just dash at you and blow you up without chance of retaliation. He can't stay at an unclosable range and spam skills. He's gotta go in and stay in. I like that: it's a fun part of gameplay that gives intensity to the one who plays Cho'Gath and the one that runs away in fear. It's great and i love it.

http://www.youtube.com/watch?v=ypHYz2aCUJ0 (A part of one of my favorite movies, Pacific Rim. That's the feeling i love to recreate to my enemies)

But there's one thing, one little tiny thing that bugs me... Minions. They're small, puny and weak. And yet they offer the strongest of shields: minions blocking. Why can't i walk through them? Why can't i walk over anyone? I'M FIVE TIMES THEIR SIZE. When i see the Terror of the Void just waddle around the little bastards, it breaks me. It's the only thing that i just can't stand.

So here's my change, and i know it's a change a lot of people want: Should Cho'Gath reach maximum stacks, he ignores unit collision.

I know there' been a thread or two about it, but i haven't seen them.

Now then, what would that bring? It allows Cho'Gath to be a Bunker for his team and not a mere tank. Teamwork is required here: where Cho goes, his team needs to follow. However, that would mean the team grouped up, which means AOE is much stronger. Would also mean you have to get Cho'Gath down, cutting his stacks in half, to get the team. Getting those stacks takes a while and it's a sacrifice Cho'Gath must take to protect his team.

And should his team doesn't get under Cho'Gath, the enemy can. That Master Yi can go through the big guy and straight up cut that Tristana in half. Hell, imagine a teamfight under Cho'Gath! Being big brings advantages and counterplay!

I love Cho'Gath. He's awesome and fun to play. But sometimes it's the one bad apple that spoils the bunch. So here i ask: can he please be more rewarded by reaching full stacks? I know health is a great reward, but i want more.

And while i play a lot of Cho'Gath, i know that Cho'Gath mains exist and i'd like their opinions on the matter.

CRUSH THEM UNDERFOOT. (Btw Riot i think Battlecast Cho'Gath is the best skin you ever made.)

12 Comments

Letsgetcooking4/19/2014, 9:11:54 PM1 votes

For the glory of the void! Chogath

The6DollarMan4/19/2014, 10:27:04 PM1 votes

Nah man, what you need is aoe for his ult at max stacks... PERFECT BALANCE ACHIEVED

But your idea has great merit. Cho already feels like an absolute titan, so why should he act so carefully? Maybe he's just too much of a gentleman...

Remlap12234/20/2014, 3:10:53 AM1 votes

I'd take it a step further. At 3 stacks he ignores minion collision, and at max stacks his movement does area of effect damage. Also make him tankier and much bigger to compensate. Like I want Gangplank's ult to never miss him big. Heck you could even increase the number of stacks, and give 2 stacks to champion kills.

Jamisoñ4/29/2014, 5:09:39 AM1 votes

I love Chogath (My main) And these are good ideas.But poorChogath needs a re-work and More skins like a legnedry one

D2Vincent5/23/2014, 12:15:07 AM1 votes

I feel like he does need a bit of a rework. Albeit he is my one of my fav champions (The others being MasterYi and Karthus), I can never go PvP with him for he tends to end up not doing well for me. I Kinda wish they'd give him a nice buff if they decide to give him a VU.

2VHWu4GBa67/17/2014, 8:03:15 AM1 votes

PREFACE! READ THIS FIRST!

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, these changes would all 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. <<

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 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, and karthus.

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. (in short, 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)

  • 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.
  • 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.