In the even that Riot decides Koggy needs more buffs-
-how would you feel about them just adjusting his base HP and base AD until he reaches some balanced point?
Or would you prefer to see more complex changes?
-how would you feel about them just adjusting his base HP and base AD until he reaches some balanced point?
Or would you prefer to see more complex changes?
maybe lock on autoattacks, so he can lock onto a champion, so he automatically auto attacks that champion, but he can still move, ofcourse attacking at a slower rate, so he has kiting potential instead of being a tower
I'd rather see that kind of mechanic on a new champ than on kog.
[{quoted}](name=Penguin Smasher9,realm=NA,application-id=3ErqAdtq,discussion-id=BHnyrx25,comment-id=0000,timestamp=2015-11-27T05:06:09.051+0000)
maybe lock on autoattacks, so he can lock onto a champion, so he automatically auto attacks that champion, but he can still move, ofcourse attacking at a slower rate, so he has kiting potential instead of being a tower
No.
That's basically what Kalista does, and we all know how that turned out.
If anything, I think it would be more fun if Koggy's W were a toggle that roots him while its on (two second or so cooldown after turning it off to prevent effective kiting) and then give him a new passive that increases his range against a target for each consecutive basic attack he hits them with. Swapping targets would reset his attack range bonus.
Though I am surprised that more people have not Bought on into the Juggermaw comp, when they are pushing Kog'maw as a GigaCarry.
Because if you want to build a comp around an ADC, MF is infinitely better since AoE wombos are MUCH easier to coordinate.
The problem I see with Buffing Kog is that he probably shouldn't be Overtly strong. (either as a duelist or a kiter) WHY? Because AS boosts are readily available, outside of his build path. Where he doubles AS from all Sources. (or to put it simply, he's going to be balanced around the so called, "JuggerMaw" comp. )
Though I am surprised that more people have not Bought on into the Juggermaw comp, when they are pushing Kog'maw as a GigaCarry.
I was just messing around with a Kog revamp to kill time. I'll just leave it here, though it's rather unrefined.
Passive: Icathian Corrosion
Kog'Maw's attacks and abilities corrode his targets, marking them for 3 seconds. The mark stacks up to 3 (+1 per rank in Living Artillery) times per target.
For each mark of Icathian Corrosion on a target, Kog'Maw's attacks and damaging abilities deal bonus Magic Damage to them based on their Current Health.
While Bio-Arcane Barrage is active, Icathian Corrosion deals damage based on the target's Maximum Health instead of Current Health.
Bonus Damage per Stack: 1% (+1% per 100 Bonus AD) (+0.5% per 100 AP) of Target's Health
Q: Caustic Spittle
Range: 1175 Cost: 65 / 60 / 55 / 50 / 45 Mana Cooldown: 8
Caustic Spittle's cooldown is unaffected by cooldown reduction, but instead its cooldown is reduced by 0.4% for every 1% bonus Attack Speed that Kog'Maw has, down to a maximum 60% reduction at 150% bonus Attack Speed.
Active: Kog'Maw launches a caustic projectile forward, dealing Physical Damage plus bonus Magic Damage to the first enemy it strikes and reducing their Armor and Magic Resistance by 20% for 3 seconds.
The Physical Damage portion of Caustic Spittle applies on-hit effects, while the Magic Damage applies spell effects.
Physical Damage: 90 / 95 / 100 / 105 / 110% AD Bonus Magic Damage: 15 / 30 / 45 / 60 / 75 (+50% AP)
W: Bio-Arcane Barrage
Bonus Attack Range: 90 / 120 / 150 / 180 / 210 Cost: 40 Mana Cooldown: 13 / 11.5 / 10 / 8.5 / 7
Active: For the next 6 seconds, Kog'Maw greatly enhances his attacking capabilities;
- His basic attack range is increased.
- His total Attack Speed, as well as his Attack Speed cap, are doubled.
- Icathian Corrosion deals damage based on enemies' Maximum Health rather than Current Health.
- While Bio-Arcane Barrage is active, Kog'Maw's basic attacks deal reduced base damage to non-minion targets, though on-hit effects are fully applied.
Additionally, the cast times for his abilities are halved during the duration.
Base Damage Modifier: 55 / 60 / 65 / 70 / 75%
E: Void Ooze
Range: 1250 Cost: 70 / 75 / 80 / 85 / 90 Mana Cooldown: 13 / 12.5 / 12 / 11.5 / 11
Active: Kog'Maw spews a ball of ooze in the target direction, dealing Magic Damage to enemies it passes through and Slowing them for 1.5 seconds.
The ball leaves a trail of ooze in its wake for 4 seconds which applies a weaker Slow to enemies upon it, which persists for 0.25 seconds after leaving the ooze.
Magic Damage: 60 / 105 / 150 / 195 / 240 (+70% AP) Contact Slow: 50 / 55 / 60 / 65 / 70% Lingering Slow: 25 / 30 / 35 / 40 / 45%
R: Living Artillery
Range: 1200 / 1500 / 1800 Cost: 50 Mana Cooldown: 2 / 1.5 / 1
Passive: Icathian Corrosion can stack up to 1 / 2 / 3 additional times per target.
Active: Kog'Maw launches a long-range acid projectile into the air at target location, which lands after a 0.6 second delay. The projectile deals Magic Damage to all enemies it strikes, applies an additional stack of Icathian Corrosion (2 total), and reveals them for 2 seconds.
Each subsequent cast of Living Artillery within 8 seconds costs 50 additional Mana, up to a maximum of 400 Mana per cast.
Magic Damage: 80 / 125 / 170 (+60% Bonus AD) (+30% AP)
Caustic Spittle has the Yasuo CD mechanic because the skill is visually a slightly fancier auto-attack anyway, being more spit. And because Kog is the AS stacker. It can be used as a skill-shot machine gun that extends past his usual AA range, in tandem with Living Artillery.
And the %HP damage is on his passive now because his current passive is... not really anything to write home about besides the random kills with it.
Probably not well-adjusted, but it was just brainstorming.
[{quoted}](name=Reaper Review,realm=NA,application-id=3ErqAdtq,discussion-id=BHnyrx25,comment-id=0002,timestamp=2015-11-27T05:50:53.928+0000) Probably not well-adjusted, but it was just brainstorming.
The numbers are waaaaaaay too high. 's why I typically don't even include concrete numbers when I'm making balance suggestions.
However, the idea of swapping Koggy's %HP damage over to his Innate is something I've suggested before. It would open up a lot of kit power since his current Innate is actually really strong. It just doesn't mesh well with everything else he does.
Personally, I think it would make more sense as a %Missing HP effect rather than a %Current when his W isn't active. Hungering for injured foes and all that.