It is good that Cho can have different builds and roles, but they must be DIFFERENT.

Photos of Ghosts··1 votes·431 views

Tanky Cho shouldn't be able to assassinate carries and Mage Cho, while being supposed to be "assassin resistant", shouldn't basically be an off-tank. #1. Lower his base damages and also a bit the scalings. #2. Bugfix his W so that it doesn't proc anyway if you flashed out #3. Don't nerf R damage and move the base damage of E into % enemy max health This allows tank him to be a bunker threat for enemy frontliners. #4. R health gain should become a % of his max health AND resistances This prevents mid Cho from gaining absurd free tankiness while making tank Cho unkillable in exchange for the lost damage #5. Passive should scale of max resource + regen for both mana and HP This reduces mid'gath's midgame sustain compared to the spike from HP items on Top'gath.

6 Comments

Wiggle Dat Butt1 votes

Cho is pretty fine the way he is.

Photos of Ghosts1 votes

As a former Cho main, no, he's not been fine for a while, but now people realised and things get ugly.

7ha7guy7771 votes

The W hitting even if you flash out is a bugfix from when cone abilities would fire the wrong way after flashing or using a movement ability

Photos of Ghosts1 votes

It's actually due, like for Darius's E, to some casting times being only virtual. You press the button, it checks the position of enemies, makes the casting time (and here enemies have the possibility to use flash or movement abilities) and then APPLIES THE EFFECT ANYWAYS WHEREVER ENEMIES ARE AT THAT POINT.

Hiemdol1 votes

There are a couple of issues with these suggestions.

  1. You ask for the scaling and damage to be lowered across most of Cho'gath's skills but do not supply any firm reasoning why this is either needed or healthy. Because this is a post taking issue with Cho it look like a call to nerf a champion just to nerf him.

  2. I am not aware of the bug with Cho's W, but regardless of if it exists there are edge cases where because how abilities are calculated server sided a flash and silence being registered simultaneously can allow both to go off. This may be some of what you are experiencing.

  3. Percent max health damage is a strong stat to give a champion and frequently requires intense balancing around that kind of power because while it is strong against tank it does not lose power against lower HP targets. Also this kind of power would be accessible by Mage Cho allowing him to provide stronger threat against front line targets.

  4. This would be unlikely to solve any issues with Cho. Mages have access to resistances on items that work well with mid Cho such as Zhonay's Hourglass and Abyssal Scepter giving him double scaling on bruiser like items. Additionally because of effective health (resistances essentially increasing health pools due to the extra damage now needed to down a target) this is actually an on paper a buff to all play styles of Cho. Thus special balancing would be needed to smooth out this new power without a guarantee that it would be the nerf you want.

  5. This entire post ignores the jungle Cho play style. Without flat sustain early jungle clear would be very difficult for jungle Cho. This suggestion could outright remove Cho'gath from the jungle. A drastic method of balancing without math to back up the effectiveness of this kind of change.

Photos of Ghosts1 votes
  1. The scaling requires little tweaking, the base damages require hard nerfs due to his lane dominance. I guess they can stay the same at rank 5.
  2. It's a waaay more basic thing, see what I said to the other guy.
  3. It would be a very low percentage at rank one, dramatically increasing with ranks, so as to reduce his lane pressure while making him more threatening as squishy bunker. The scaling would add flat damage, so building full AP can't bring up to 50% per hit. % max HP would anyways not hit too hard on your average midlaner, making caster Cho more reliant on hitting skillshots. Q and W's cooldowns could also go down with levels so as to make maxing order more dependent on build.
  4. If a midlaner builds RoA, Abyssal, Zhonyas, Athene's, Rylai's and Liandry it's a bruiser mid, not a mage mid. It's OK to give a tank notable defensive steroids, a bruiser moderate ones, and a mage tiny ones.
  5. You're right, I didn't think of jungle Cho. However, his %max health on E should help him. Additionally, a plethora of effects could be added, like doubling the percentage against monsters, adding spellvamp on E on monsters, or creating a monster case in the passive. Or simply even just using full HP runes.

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