How to let Kog fill his sustained damage hyper-carry niche in four easy steps

Rebonack··3 votes·312 views

Step 1) W reverted to 1.25% max HP damage per 100 total AD with no base damage. Step 2) W gains minimum damage that scales with points in W. Step 3) Reduce the cooldown on W by one second at all levels. Step 4) Points in R reduces the cooldown of W by two seconds, giving Kog 100% W uptime by late game so long as his mana holds out.

9 Comments

Illâoi Evê Siôn1 votes
  1. Is OK.
  2. is unnecessary
  3. is the wrong solution
  4. is even wrong-er

The RIGHT solution is to allow Kog'Maw to cancel his W early, which allows him to use it in early game trades in lane. W --> Attack ~4 times --> W off --> Cooldown is 3 seconds shorter; OR: W --> Enemies Run Away --> W off --> Cooldown is 5 seconds shorter.

And increasing the base minimum damage with levels is useless because 15 base minimum damage translates to 750 Health, anything higher than that would undermine the purpose of having % Health damage in the first case.

Rebonack1 votes

{quoted}

  1. Is OK.
  2. is unnecessary
  3. is the wrong solution
  4. is even wrong-er

Kog's weakness in Rift is a composite of quite a few different factors, but one that contributes the most is his W lasting only long enough for skirmishes while crapping out in the middle of team fights. It means that in the event of a fight ending with a few stragglers on both sides, Kog will almost always lose to the opposing ADC because he's stilted with an awful build that only works because of his W. An enemy Corki or Lucean or Graves or basically anyone else will have no such problem.

When Kog's W goes down, his long range sustained damage niche goes with it.

The RIGHT solution is to allow Kog'Maw to cancel his W early, which allows him to use it in early game trades in lane. W --> Attack ~4 times --> W off --> Cooldown is 3 seconds shorter; OR: W --> Enemies Run Away --> W off --> Cooldown is 5 seconds shorter.

This would help a little bit early game, yes. But that isn't where Kog's niche is falling apart.

And increasing the base minimum damage with levels is useless because 15 base minimum damage translates to 750 Health, anything higher than that would undermine the purpose of having % Health damage in the first case.

With these suggestions Kog would be losing the 2% Max HP base damage. The damage would be purely based on his total attack damage as it was when the remake launched and Kog had an actual hyper-carry curve. Scaling minimum damage gives a reason to level the skill early game and also provides Riot with another balancing lever to nudge Kog's early game into a position that feels tenable.

Also: this is exactly how Vayne's W works.

Saianna1 votes

Then wouldn't toggle W be better than what you say?

Some mana cost per attack and you are good to go.

Rebonack1 votes

{quoted}

Then wouldn't toggle W be better than what you say?

Some mana cost per attack and you are good to go.

A W toggle would give Kog significantly more power early game since he could use it to freely poke in lane.

Saianna1 votes

I just wanna say:

Jinx

If it works on her, then it should work just as fne with Kog.

Rebonack1 votes

{quoted}

I just wanna say:

Jinx

If it works on her, then it should work just as fne with Kog.

Jinx is tilted much more favorably toward early and mid game than champions like Twitch and Vayne (and ostensibly like Kog, but he lost his hyper-carry curve when he lost his W AD ratio). As such, Jinx having a toggle for on-demand poke is fine. If early game is to be a weakness for Kog, then a toggle wouldn't be appropriate.

Saianna1 votes

This doesn't help AP kog at all. You also want to steals Kogs W scallings for AD.

Gtfo.

Rebonack1 votes

{quoted}

This doesn't help AP kog at all. You also want to steals Kogs W scallings for AD.

Gtfo.

Kog is primarily balanced around his ADC role. His W scaled with AD at the start of the remake, but Riot removed it because Riot's balance team doesn't always make very informed decisions when it comes to low play rate champions.

There are ways to make AP Kog not-awful, but they're beyond the scope of this topic.

Saianna1 votes

His W scaled with AD at the start of the remake

Yeah, yet it's still AP. Which means Riot wants him to deal mixed damage, which in turn gives him an opportunity to build AD or AP effectively.

What Riot did was make both builds totally awkward.

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