I don't think Koggy is ever going to be balanced if Live Balance sticks to their current path on him
Right now Koggy is in the top ten least played champions in the game and is sitting on a sub-50% win-rate. He rarely gets picked because, while his damage may be impressive, the degree to which he's unsafe more or less invalidates that damage. When Koggy was originally made he had an extra 50 auto-attack range when his W was up and the game's selection of 'super mobile kill things instantly' Assassins was quite a bit more limited. That range was enough of a 'defense' to keep him out of harms way so he could do his job, but with the state the game is in now it just isn't working out.
Truth is, the only time Koggy has been a common pick in anything but super-organized play has been when he's drastically over-tuned. Like back when his Q multiplied all his attack speed by 1.3 or when his W active doubled his bonus attack damage. That means there's a pretty major disconnect between high-competative play and us mere mortals. Koggy's issue is the same problem old Xin had, just stood on its head. Xin was okay at best in level 30 games pretty much across the board, but he was destroying low level games and as a result Riot nailed him with a bunch of nerfs.
That state of a vast difference in effectiveness between play levels is an indication that there's something wrong with a champion's kit. And I'm pretty sure I can identify what's wrong with Koggy.
See, when he first came out the Void Puppy had a fairly unique play pattern. While he was able to shell foes from the safety of long range (WER), he also had a really nasty bite if someone got close (Innate and Q). So Koggy had, basically, two play patterns. His long range, ideal pattern (shell foes from afar) and his fallback pattern (peel for himself via raw damage and dueling power).
But Riot has changed things up a bit by altering his Q. Not only did that Q change result in a significant boost to his DPS against anything wth more than 80 resist (huge buff. Why in God's name did Riot think buffing Kog's damage was a good idea?), it also lead to Ult nerfs, movespeed nerfs, and an AP ratio nerf. Worst of all, it also made Koggy significantly weaker against soft, highly mobile opponents who are going to try to dive him. Losing the guaranteed damage and flat shred for dueling other Rangers and fighting back against Assassins is a pretty big deal. The new Q is great for his ideal play pattern. It's great for super-organized play, which is the level of play that resulted in Koggles getting his latest round of nerfs. But it's terrible for us mere mortals who have to deal with the Tank trying to chase down kills instead of peeling for poor, vulnerable Koggy.
So with that in mind, I do not think that it's good idea to be buffing Koggy's ideal play pattern. That just makes him stronger in organized play, potentially oppressive when he's over-tuned while having relatively little impact down here in the real world. What Riot should be doing is buffing his fall-back pattern, which has to be employed far more often in solo queue. This would give Koggy players the capacity to actually defend themselves from threats to their adorable little lives. And for that matter, I don't think buffs to Koggy's damage are wise, either. His damage is already great. What should be buffed is the reliability of his damage, especially at close range.
And now a somewhat unrelated poll for Koggy players because I'm curious.
e?
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