@RiotRepertoire: About those Koggy buffs...

Rebonack··1 votes·205 views

Apparently you guys are thinking of upping his base AD, his base attack speed, and his W %HP ratio a little?

I just wanted to pop in and provide some insight from the standpoint of a long time (since his first free week) Koggy player on his situation.

Right now, Koggy early-mid game is crippled. He previously relied on the strong base damage from his W to be some degree of a threat until he got a few completed items under his belt. Now he certainly attacks quickly, but the oomph just isn't there.

So I wanted to suggest an alternative.

Remove the AD ratio from Koggy's %HP damage and give the skill itself some base damage. Maybe 3% or so at level 5? That would give Koggy's W two very different levers for balancing it. The degree to which it reduces his raw AD (the scaling value) and the %HP (the base value). Right now it really only has two scaling components, which I imagine makes balancing the thing needlessly difficult. That strikes me as a very knife-edge sort of skill. Too much scaling power and the threat of snowballing out of control begins to loom.

Somewhat unrelated, the new 10 second stack timer on Koggy's Ult is absolutely crippling to AP builds. Now that it isn't a very good tool for poking people down before a fight starts I'm questioning the need for such a strong anti-spam mechanic. At this point, I'm wondering why the ramping mana cost is even needed at all. Just increase the base mana cost a little bit and axe the ramping all together. AP Kogs everywhere would love you for it.

Anywho, thanks for working on my favorite champion! The changes are neat, but they could use a little fine tuning yet.

4 Comments

DJ Di01 votes

The new 10 second timer really should be brought down. AP Kog feels so unrewarding atm.

J Eevo1 votes

Why is kog'maw underperforming? He's a lategame champion in a game where matches are so fast and snowbally he gets wrecked early and games end before reaching lategame.

When he's actually full items he's a beast, the current meta is too fast for him though. Riot is taking it easy on the changes because if they make him spike earlier he'll just become a monster.

Rebonack1 votes

[{quoted}](name=J Eevo,realm=EUNE,application-id=3ErqAdtq,discussion-id=EErX9wrb,comment-id=0001,timestamp=2015-11-13T17:54:03.593+0000)

Why is kog'maw underperforming? He's a lategame champion in a game where matches are so fast and snowbally he gets wrecked early and games end before reaching lategame.

When he's actually full items he's a beast, the current meta is too fast for him though. Riot is taking it easy on the changes because if they make him spike earlier he'll just become a monster.

Oh certainly.

But part of my argument is that giving Koggy's W a base damage value and removing the %HP AD ratio would actually make it easier to balance those points.

The %HP damage could be as low or as high as balance requires to prevent him from being too weak early in the game. The %Reduced damage could be as low or as high as balance requires to prevent him from being too strong late game.

J Eevo1 votes

That's fair, though the flat damage increase would probably be minimal. I'd say he could actually benefit from a tweak to his recommended items as I see people trying to beef up that ad raito with weird item combinations (completely ignoring as to go flat ad etc)

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