There's really only one buff Kog really needs right now

Rebonack··6 votes·459 views

Make Guardian Angel give him the ability to explode twice.

In a more practical sense, Kog would be able to use his first Passive proc to re-position to a better spot before GA revives him. Or if he knows he's totally skunked, he could just blow up on the enemy team two times.

13 Comments

Picanha962 votes

Karthus Says Hi

KraDEsluP2821 votes

i feel he's fine as he is right now without the need to have twice the nuke.

Rebonack2 votes

{quoted}

i feel he's fine as he is right now without the need to have twice the nuke.

It would further reinforce his niche as the Marksmen that gets murdered instantly. Excellent use of his Passive would help resolve the good Kogs from the great Kogs.

legionnaire991 votes

And a god kog will forget he had a passive

Breaku1 votes

Doesn't Kog have the 2nd highest winrate of ADCs right now?

khorney1 votes

no he ahs the lowest

Breaku1 votes

Oh my B, he's actually 3rd behind only Ziggs and Miss Fortune.

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Rebonack1 votes

{quoted}

Doesn't Kog have the 2nd highest winrate of ADCs right now?

  1. This is the joke topic.

  2. Kog has a ~1% play rate. That implies he's only being played by mains/being picked into team comps that strongly favor him.

MunchCrunchLunch1 votes

no his W should be manaless.

Rebonack1 votes

{quoted}

no his W should be manaless.

That would basically just add more power to his early game. Is that really wise?

MunchCrunchLunch1 votes

{quoted}

That would basically just add more power to his early game. Is that really wise?

yes thats what he needs. well tbh there is no on hit niche in league. on hit is too weak to do damage late and mid game. they need to focus on on hit itemizaiton first

Rebonack1 votes

{quoted}

yes thats what he needs. well tbh there is no on hit niche in league. on hit is too weak to do damage late and mid game. they need to focus on on hit itemizaiton first

The problem with OnHit is that Riot seems to be trying to allow it to compete with AD/Crit directly in the damage department with the addition of things like Phantom Hit (Guinsoo's Rage now). And, frankly, that's a pretty terrible idea. AD/Crit already has the advantage of being able to lifesteal. In addition to that, trying to match the late game power of item 3031 item 3036 item 3085 item 3087 to any degree with mixed damage and no real access to percentile pen.

I've been saying since around Season 2 or so that OnHit items should be a compromise between damage and defense. Wit's, Titanic, and BoRK have the right idea. OnHit damage should all provide some flavor of internal scaling. BoRK does it with %Current HP damage, though it should be providing Lifesteal for all OnHit effects rather than just its own. Titanic does it with HP scaling. Wit's should probably build out of Stinger instead of Dagger and whomp things for 4% max HP damage. Damage type for OnHit damage should probably be standardized as Magic Damage so Wit's can properly augment the power of other OnHit items. Then we just need a item 1043 item 3082 item 3101 item and a item 3101 item 1043 item 1011 item and we're set.

Riot's vision for Kog is inherently contradictory. They say they want him to be a late game monster, but his heavy non-scaling %HP damage combined with hybrid shred encourages going ape-shit with OnHit builds to take advantage of Rageblade. Kog can already hit the attack speed cap with an IAS runepage, Rageblade, and two other attack speed items. That is, if anything, a mid-game build. If Riot really wants Kog to be doing the hyper-carry thing, then his W should have lower base damage and scale with bonus AD, Crit, or both.

Now, personally, I have no issue with Kog being a mid-game monster who doesn't really fall off late. That's what he has always been to some degree. But giving him too much early game power is really dangerous since that's the one part of the game where he isn't strong.

MunchCrunchLunch1 votes

{quoted}

The problem with OnHit is that Riot seems to be trying to allow it to compete with AD/Crit directly in the damage department with the addition of things like Phantom Hit (Guinsoo's Rage now). And, frankly, that's a pretty terrible idea. AD/Crit already has the advantage of being able to lifesteal. In addition to that, trying to match the late game power of item 3031 item 3036 item 3085 item 3087 to any degree with mixed damage and no real access to percentile pen.

I've been saying since around Season 2 or so that OnHit items should be a compromise between damage and defense. Wit's, Titanic, and BoRK have the right idea. OnHit damage should all provide some flavor of internal scaling. BoRK does it with %Current HP damage, though it should be providing Lifesteal for all OnHit effects rather than just its own. Titanic does it with HP scaling. Wit's should probably build out of Stinger instead of Dagger and whomp things for 4% max HP damage. Damage type for OnHit damage should probably be standardized as Magic Damage so Wit's can properly augment the power of other OnHit items. Then we just need a item 1043 item 3082 item 3101 item and a item 3101 item 1043 item 1011 item and we're set.

Riot's vision for Kog is inherently contradictory. They say they want him to be a late game monster, but his heavy non-scaling %HP damage combined with hybrid shred encourages going ape-shit with OnHit builds to take advantage of Rageblade. Kog can already hit the attack speed cap with an IAS runepage, Rageblade, and two other attack speed items. That is, if anything, a mid-game build. If Riot really wants Kog to be doing the hyper-carry thing, then his W should have lower base damage and scale with bonus AD, Crit, or both.

Now, personally, I have no issue with Kog being a mid-game monster who doesn't really fall off late. That's what he has always been to some degree. But giving him too much early game power is really dangerous since that's the one part of the game where he isn't strong.

i mean if they fix his mana problems its fine

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