How much of Koggy's weakness comes from lack of farming safety?

Rebonack·11/19/2015, 5:46:12 AM·1 votes·506 views

His base attack range is awful.

His attack range with W up doesn't even out until level 3 of the skill. It also lasts two seconds less and costs mana now, making it less viable for picking off CS with it. Koggy's average CS dropped from decent (though not super amazing) to pretty near rock-bottom among ADCs. Do you guys suppose this might have something to do with his weakness? He just can't get the farm he needs to function?

If so, I had an idea that come to me.

A new passive!

(Because we all know he needs one.)

Impossible Geometry: Kog'Maw gains 250 bonus range against enemy units below half health.

That's it, really.

This new passive would do two things for Kog. First, it would allow him to farm with relative safety from harass. He might be weak as shit early game, but at least the empowered auto-attack range would allow him to kills some minions without getting himself murdered. The second part is that it would further support his newly gained 'kill people running for their lives' functionality. The extra attack range against low HP targets means he'll be able to get off those ever-important extra auto-attacks against slippery foes clinging to the edge of life to shove them down into execute range.

Thoughts?

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