What if Kog's Ult were his basic attack?

Rebonack··1 votes·351 views

Somewhat crazy idea, I know. But this is an interesting concept that came to me and I figured I would share it.

Kog's actual basic attack would become melee range. Basically consists of biting/eating things. He would get a new Passive that triggers only on his melee attack (think Pirate) recovering a percentage of his missing mana and possibly dealing a bit of extra magic damage. Kog has always had a nasty bite up close, this would continue to be the case.

That melee range mana recovery would be a bit on the risky side to use, however it would allow Kog to fuel his R, which would now be unlocked from level 1 like many transformation Rs. I don't usually suggest any concrete numbers in posts like these, but in this particular case I feel it would help to better communicate the concept I have in mind. Remember that the values are purely place-holders meant to illuminate the idea behind them.

R - Living Artillery: Kog'Maw fires a long range (1100/1200/1300/1400) artillery strike that deals magic damage (10/40/70/100 base damage plus 0.3 AP ratio plus 100% total attack damage. This ability applies OnHit effects to the enemy unit closest to the center, prioritizing Champions.) to all enemy units in the target area after 0.6 seconds. The mana cost compounds with each cast, however stacks drop off individually after 10 seconds. Mana cost of 30. Cooldown of 3/2/1/0.5. Using this ability does not interrupt Kog'Maw's basic attacks.

So? The base damage drops quite a bit, however it now applies OnHit effects to the primary target, allowing it to take full advantage of Muramana, Spellblade, and Nashor's if you roll that way. For all practical purposes, it's a super long range basic attack. If it were given the ability to Crit, I would suggest the Crit apply only to the base damage portion of the attack rather than the bonus damage.

The cooldown is improved significantly and the mana cost reduced to help hammer home the idea that this is a sustained damage tool rather than a burst tool. Also note that the range is getting scaled back pretty dramatically at higher levels. Riot's big problem with Kog is apparently that his level 6 Ult is 'unhealthy' due to the long range. I figure dialing it down in exchange for being a more reliable damage tool would be a reasonable trade off.

Main goal here is trying to find some way to allow Artillery Kog to continue being a thing without Riot's dread specter of 'unhealthy game-play' looming over him. Obviously the rest of his Kit would require some pretty major tweaks since this is VGU level stuff, but I figured I would focus on his Ult. Thoughts?

7 Comments

Ralanr1 votes

So make him a midlane AD mage?

Rebonack1 votes

{quoted}

So make him a midlane AD mage?

As opposed to a midlane AP mage, I guess. Though I imagine AP Kog would be just as workable. The idea was to take the Kog playstyle that's arguably most fun and try to find a way to incorporate both versions of Kog into it while at the same time dialing back the part that makes it 'painful to play against'.

I'm not sure if Mid Lane Kog would be the best route, though. Because he starts with his R and the damage doesn't increase by that much with levels he would probably still be better off chilling bottom lane. Better to save Mid for someone with more explosive burst potential.

Otter Fire1 votes

You don't understand, Kog'Maw's lore is based on his gameplay. You are just given the illusion that he goes up to stuff to actually consume said object. Also, Cho'Gath has this kind of playstyle. [zombie-brand-clap]

AHarmlessTaco1 votes

I think this would take Kog too far from his identity (the thing people identify him with anyways). Thematically I could see this working with a full VGU, but I think it would destroy people's image of 'Kog' as he is today.

Rebonack1 votes

{quoted}

I think this would take Kog too far from his identity (the thing people identify him with anyways). Thematically I could see this working with a full VGU, but I think it would destroy people's image of 'Kog' as he is today.

Going by the usual indicators, Kog is arguably in just as much need of a VGU as Urgot or Aatrox. Terrible plus non-existent pick rate plus Riot promises nerfs if AP Kog is ever good (AP Kog is good right now, so nerfs are likely incoming).

I think he could be upgraded without a VGU, but it would require a major Roster Update level of change to his kit. Simply monkeying with his numbers will almost invariably make things worse. He's in desperate need of a coherent niche to fill.

I'm not saying what's suggested in this topic is the best route to take, far from it. It was simply an intriguing idea I felt inclined to pitch.

AHarmlessTaco1 votes

I think the problem with your post then is that it does not address the directional changes that would be needed to accommodate these changes. Kog'maw suffers from a number of problems IMO, that really need to be addressed by a focused-directional rework.

People I see Kog'maw as a premier on-hit champion hybrid artillery, and IMO those two don't really mesh well. If you went and made Kog'Maw melee, he would no longer be able to function as the glass cannon shred-machine people expect him to be, and if you made his ult apply on-hit effects, he would be the new Ezreal (behold Iceborn Koggles). He would also need an entirely new W (unless he just went from melee to ranged?).

Overall though I mean, I really don't mind the idea of him chomping away at people, but I think it's just too far from his current identity. You'd have to sell it better for me to get where you are coming from.

Slythion1 votes

so basically make him into the most bullshit top laner to ever exist

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