About Kog'Maw Changes on PBE @Meddler

MilamberZ·2/16/2016, 9:42:41 PM·11 votes·9,200 views

Kog'Maw Attack speed lowered to .558 from .665

Isn't that too harsh? When he can see the light of a good play possible without being too weak, you nerf more than he was previously. That nerf will not help him to being a hypercarry, neither the buff done previously. If you are going to nerf him like that, give it to him a speed growth for compensate, and with that, he'll be more "hypercarry" on late, without be too strong early-mid with those nerf of his speed.

49 Comments

RiotMeddler2/17/2016, 1:24:18 AM11 votes

We'll probably end up around 0.625 at a guess. The designer working on the Kog changes wanted to start by testing a pretty extreme change though, hence that value at present.

Yumeii2/17/2016, 12:08:13 AM3 votes

6.2 Kog'Maw Considered "garbage." I'd argue otherwise but I'm not the majority.

6.3 Kog'Maw Passive attack speed from Q moved to W, suddenly "god tier." At level 18, there is effectively no difference between 6.2 and 6.3 Kog'Maw.

6.4 Kog'Maw If this PBE change goes through, he'll be weaker than both 6.2 and 6.3 by level 18, which is the opposite of what Riot wants for a "late game hypercarry," which they've said time and again they want Kog'Maw to be.

If they wanted to bring Kog'Maw back down, I'd much prefer they just go back to "garbage" 6.2 since he'd actually be stronger late game than this currently proposed 6.4.

I'm not really even understanding why Kog'Maw's W should be overloaded with all-of-the-things in the first place. Isn't there simply too much power in that one skill? I feel they should step back to 6.2 and consider alternatives rather than plowing forward from 6.3.

LaughingStapler2/17/2016, 12:11:28 AM3 votes

The way they're nerfing him is stupid and showcases a typical inability to revert bad changes on Riot's part. It actually really makes me lose hope in them because it shows an arrogance and lack of flexibility that is rare to see for a professional in any type of work. Nerfing Kog's base AS hurts every build and role for Kog while forcing you to max W even more than before regardless of whether you're up vs very tanky teams or squishy ones. It also hurts his scaling with AS runes, items or any other source so it takes a champion that was supposed to be good late game and makes him FAR worse than even before the 6.3 changes.

Keeping AS on Q would made sense before to make Kog choose between less downtime and more range or more damage but less safety. It gated his power and gave him a more typical hypercarry curve. They had a really dumb idea to put AS on W and give him access to his level 18 power at level 13. Now, instead of accepting this and being smart enough to revert it, they're moving forward with it but nerfing Kog's scaling. Kog players chose him because they wanted an immobile hypercarry with massive damage and good scaling, not another mid game carry. All they had to do before was reduce the ult. mana cost slightly and he was fine for both mid (a role left in the dust) and bot.

Dominick Destine2/17/2016, 12:24:07 AM3 votes

And here we have another example of a champion that is not protected vs. one that is.

Udyr near 60% win rate,high pick rate and Riot chose to nerf everyone else instead of him. KogMaw viable for one patch, gets a straight nerf immediately after.

LadyRenly2/17/2016, 12:14:35 AM2 votes

I'd rather they just revert his buff and leave him as he was, he was actually good, but people didn't give him the time of day because people keep circlejerking about "there is no late game!!!" and "20 minutes!!!"