@Meddler: Targeting Kog'Maw's base attack speed is a net nerf. Please don't.

Yumeii·2/15/2016, 12:11:07 AM·6 votes·1,412 views

Now I'm a big fan of the whole constructive criticism protip that most writers/artists abide by: "If someone tells you something seems wrong, they're most likely right. But if someone tells you how to fix it, they're most likely wrong."

I won't get into the specifics of why that statement holds true, but this is why I'm not going to propose any balance suggestions. I'm not a game designer, I'm not a balance expert, I'm not even all that great a LoL player. But what I am is a Kog'Maw player. So I'm identifying what seems wrong, then I'm trusting Riot's balance team to fix it.

> {quoted} > > Regarding 6.3 it does look like we've overbuffed Kog in general. Looking into options at the moment, with base AS the most likely target.

So I don't think this is right. Apparently moving the attack speed buff from Q to W made Kog'Maw too strong early, no real change late (I mean, I don't mind but there are so many complaints, it seems). Since you've been saying the idea for Kog'Maw was to be a true late game hypercarry, patch 6.3 really didn't do anything toward his end goal; it tried to make him good at something else entirely (his early/mid).

By level 18, there's effectively no difference between pre6.3 and post6.3 Kog'Maw, so keeping this change and then lowering his base attack speed is simply a net nerf to Kog'Maw.

As such, I don't believe it's wise to keep what didn't work, and then change more things on top of it in an attempt to fix it. That only tends to exacerbate what went wrong in the first place. Normally, when you take a step forward and it didn't seem to work, you should take a step back and review alternatives.

Again, I don't have any idea what you should do to fix Kog'Maw, just that this current path seems wrong.

5 Comments

LoLKiru2/15/2016, 12:20:56 AM6 votes

To be honest, its probably enough to simply revert the change to his AS increase passive (move it back to Q, keep the 15 minimum damage on W since that alone was pretty helpful)

That way, Kog has to wait until at least level 13 to reach his maximum potential in terms of attack speed and range.

AwesomeChad2/15/2016, 12:45:36 AM1 votes

So let me organize riot's logic:

"Lets move kog's atk speed steroid from his q to his w"

Okay, so kog'maw is stronger in the early-mid game. His late game dmg didn't change.

"Kog'maw overbuffed. Lets nerf kog'maw's base atk speed"

So now, not only is kog'maw's early-to-mid weaker. You're also going to nerf his late game.

Kog'maw's identity is a late game hypercarry so why are you guys trying to make any changes to affect that?

Only Play Darius2/15/2016, 7:02:04 AM1 votes

If anything they should nerf his health. Now that he has the damage down they should just make him a little squishier so that he becomes a true glass cannon. Maybe slash his hp/level so he isn't back to being unplayable early game

Leu072/15/2016, 2:19:20 PM1 votes

I think moving the AS to his R would be cool too.