Is Kog'Maw's Design Being Contradictory of Itself?

SWAGR··2 votes·420 views

I have played Kog'maw since I began playing League of Legends-- he was the first adc that I enjoyed. For me, he had enough range and speed to take on a lot of other adcs without putting himself in a very dangerous position. When the adc roster update came, I was overjoyed and scared how Riot had decided to change the adorable void-beast. I ended up falling in love with his new design, going full attack speed every game, Kog was able to shred tanks and squishies alike in seconds, had amazing pushing power when utilizing his range, and fantastic poke. I really enjoy Kog's in-game design, although simple, it has promise for a player who knows how to set up the fight, and his character design, the hungry cute monstrosity that barfs on you until you die.

Now aside from all the things I enjoy about Kog'Maw, there is one thing that gets me every time, probably the reason I don't consider him to be my main: his passive. As most of you probably know: once you kill Kog, he becomes untargetable and will chase you in the desperate hope to biologically implode on you for true dmg scaling with lvl. I see a number of things that cause my distress in this design. Firstly, it only presents any relevance if you die. So if you are feeding, you simply are coming to lane to poke and hope you can get them down low enough to catch a kill with your passive, and a fed Kog will simply use it to catch that final kill in the 1v3. Whereas other passives that occur upon death, Aatrox and Zac, provide functions that constantly have an effect and have an active-upon death effect. Secondly, it doesn't fit with the design of ad carries, whom are supposed to consistent back-line damage, not get into the face of the enemy team. The design team of Kog'Maw stated upon reverting the roster update changes, that their goal was to get a "protect the Kog" theme going, and that the roster update did not implement that. Although, I felt that my team found me to be more valuable alive doing 5 attacks per second on the enemy inhibitor than as a kamikaze trying to get the enemy front liners to move so I can make the enemy assassin blow his flash to avoid me. Third, it only makes sense in his design thematically. Being a void beast that's adorable and vomits is a decent and unique design, but the attempt to solidify that Kog is from Ichathia with a surprise that everyone expects seems somewhat haphazard and incomplete to me. Kog'maw is a adc/mage who is supposed to do light, fast, consistent damage from a distance, throwing your corpse at the enemy to get off that final bit of damage simply does not suit his role, theme, or provide any use until the time of death.

Every champion has a somewhat unique niche, and that is what Riot is trying to make more prevalent. However, the niche that Kog'maw's design and champion fulfill are altered from what most champions in his role would have. Normally, the differential factors of characters are something that should not be changed or distorted, but I feel Kog'Maw's passive simply is an odd mechanic, and doesn't suit the character style that would make him an exceptionally fun champion to play.

2 Comments

Pierce The Veal1 votes

My idea was:

Unending hunger: Upon killing an enemy, Kog'maw's abilities are all temporarily replaced with "Unending Hunger" for 2 seconds. Activating Unendin Hunger causes Kog'maw to change form and gain massive movement speed and become untargetable for 4 seconds. During that 4 seconds, he has to get to the body he killed and channel (also untargetable while channeling) to consume his target. After doing so, he remains in changed form, taking 90% reduced damage and cc, having huge bonus movement, having slightly different abilities, and +100% damage boost (note during this time he counts as having 0 armor and mr and no bonus health). This effect lasts a certain amount of time, increasing for each champion he kills and consumes, after which it will end and go on cooldown. Enemies killed and consumes will increase his attack speed by 5%. Bonuses gained from Unending Hunger can increase his attack speed above the attack speed cap.

Rebonack1 votes

Kog is a really old design, basically.

Back in the day, Riot typically gave artillery champs some kind of fallback if someone got up in their face. Kog had his Q and his Innate. But then Riot remade his Q, so now he only has his Innate, which sorta skews things as you might imagine.

I wouldn't mind a great deal if Kog got nudged a bit back to the medium range side of things if he wants to deal his full damage. Dangerous at long range. REALLY dangerous up close. But I feel like there would be better ways to communicate it than Kog's self-destruct.

I think Kog's passive stuck around because it's fun and strong, even if it doesn't fit that great with his kit at the moment.

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