New Kog'Maw Thread (Suggested Changes)

Mx Magius·11/21/2015, 9:18:43 AM·3 votes·1,229 views

First of all, thank you for taking time to read this thread about Kog'Maw.

We would like to express some concerns about Kog as he is currently with suggested changes.

We would like to start it off by saying that although Kog'Maw's kit got reworked, his transition into preseason left him feeling weaker than he was before. The idea to make him a late game monster by allowing him to break the attack speed cap was a strong one, but the 55% damage to non-minions combined with BotRK nerfs left him in a really troubled spot. His weak early game is not worth the sub-par late game, and when compared to other late game carries, he is not worth the early game punishment. Kog'Maw is defined as "The Late Game 'Giga-Carry'" and that title doesn't reflect what he can actually do. Late game carries are plenty. He gets outshined by other late game hyper-carries with equal or better early game such as Vayne, Tristana, and Jinx, as well as being outshined by other Marksmen can effectively scale into late game like Draven, Ashe, Varus, and Lucian. While this rework is headed in the right direction, Kog'Maw should not only be a late game carry, he should be THE late game carry. With some changes, we hope to keep his early game on the weaker side while increasing his late game potency so that he is the late game Giga-Carry he deserves to be.

The main changes that we thought of that would help him scale into late game would be to allocate the attack speed steroid on his W to increase per rank put into his ultimate, and the damage reduction would be increased early game but lowered late game so he gets rewarded if he can pull a game out long enough. We thought that his W would start out with a 1.25 multiplier on his attack speed and with levels in his ultimate it would rank up to 1.5/1.75/2 times his current attack speed. His W would give 40/50/60/70/80% damage to non-minions as you put more points into it. These values may be a bit too extreme but they are to emphasize that, come late game, Kog'Maw should be able to eviscerate the opponent's squishies and melt their tanks, which cannot be done as effectively as other late game carries in his current state. The attack speed increase on his Q as well as the slow on his E may need to be adjusted for balance purposes.

Thank you again for reading this. We want Kog'Maw to be the feared late game carry he s

Sincerely, Pech Schnoops Ruum Schaata

TL;DR

Intro -New Kog < Old Kog -Damage reduction to non-minions too stronk -is THE late game carry yet is outshined by others

Suggested Changes (W) - damage to non-minions initially greater, scales to lower value with rank (40/50/60/70/80% damage to non-minions) -initial attack speed steroid to be 1.25 attack speed multiplier

(R) - increases attack speed multiplier with rank (1.5/1.75/2.00 attack speed multiplier)

-tweaks to other abilities if needed to further balance him

Conclusion Kog'maw should be the late game Giga-Carry he deserves to be

3 Comments

Sir Hammerlock11/21/2015, 9:50:47 AM1 votes

What makes the new Kog'Maw so much worse than the old Kog'Maw is primarily his W rework.

His old W used to give him a flat auto-attack range boost, and give him more damage on-hit for it's duration. His new W gives him scaling auto-attack range (similar to Jinx's rockets), doubles his current attack speed... but halves his damage. The first part forces you to max his W first instead of his Q, which is a massive loss on damage for Kog'Maw.

Now, for the second part of his W. It's a trick, literally. It's a noob trap. Yes, it does double his current attack speed, but it halves his total damage with each attack, which essentially means that he's dealing exactly the same amount of damage if he wasn't using his W. This is what's made Kog'Maw in to an even more useless ADC than he was previously.

Kog'Maw was originally designed to be Riot's Anti-Tank Carry, however, when Riot released Vayne (with the same design archetype), she excelled well beyond Kog'Maw, and there's major reasons for this in general;

1.) Kog'Maw's passive basically promotes him dying, which isn't what an ADC wants to do. 2.) Kog'Maw's lack of self peel and/or escape mechanisms, like Vayne was given (and invisibility) 3.) Kog'Maw's only Anti-Tank skills, to date, are now %Magic Damage. This is utterly ineffective since the Magic Damage Kog'Maw deals is so easily negated by just one MR item such as Spirit Visage or Aegis of the Legion.

Riot will eventually have to completely overhaul Kog'Maw, because as it stands - he's even worse than Ashe when it comes to immobility, except he gains nothing for being so incredibly immobile. He does less damage than other ADCs, he needs even more peel and team protection than other ADCs.

Basically, ever since Riot has been releasing more and more overloaded ADCs that are just vastly superior to Kog'Maw, he's been not-so-good.