Kog'Maw in 6.9
So in patch 6.9 you guys reworked rageblade. You added an effect that triggers on hit effects twice every other auto attack. This seems like a very good item for most champions that rely on attack speed. However, for Kog'Maw that's not the case. Rageblade was his main source of damage and attack speed. But because there now is only 6 stacks instead of 8, you get 16% less attack speed at max stacks. Now onto the Guinsoo's rage passive. What used too be AOE damage at max stacks now is every other auto attack triggers 2 on hit effects. The removal of AOE damage has significantly weakened Kog's role in teamfights now. That's just rageblade alone. Now onto the new jg item. On old kog you pretty much had the same build as yi. Get devour/sated ASAP. But now Kog'Maw jg is not as powerful. You took away the bonus magic damage on hit and added a %max health damage. This has pretty much killed any chance of playing Kog'Maw in the jungle. He just doesn't compare in terms of raw damage output to other adc's and junglers. He's too squishy of a champion to be effective anywhere else. I know you wont revert the rageblade changes. But can you at least consider buffing Kog'Maw to make him a viable option now?