Does anyone else feel like Koggy could use a new Ult?
This isn't a 'boo-hoo, Kog beat me last game!' thread. I'm a Koggy main. I play a lot of Kog. I've been playing a lot of AP Kog recently, as a matter of fact. So, arguably, I have a decent feel for how much of an impact his Ult has. I'll admit that I'm one of those weird Dominion players, so my experience isn't totally applicable to Rift. Though I imagine that Koggy on Rift once he has Rylai's is just miserable to play against.
Problem is, when AP Koggy works well he makes taking objectives downright obnoxious. This is doubly true trying to capture points, but I can't imagine getting shelled with Blue Buff backed Ults near a tower or whilst trying to secure Baron is much better. When and if Koggy eats more nerfs, it's probably going to be chunking his Ult again. The thing has already lost 80 base damage and had its mana-ramping cost upped over the course of Koggy's life. It's abundantly clear that this skill is difficult to balance around, so instead of destroying the outlier Mage skill in a Ranger kit, why not just give him a Ranger Ult that's easier to work with?
A few years ago I wouldn't have ever suggested this, but since the game has
and
there's a pretty good selection of long range Mages to fill in the gap should Living Artillery go the way of Gangplank's allied minion killing prowess.
What follows is a suggestion. A kit that I think would work cohesively. Ideally, it would allow AP Koggy to still be an option, but without the totally oppressive presence his Ult on Live offers. Obviously base damages and ratios would need to be fiddled with, so I'm not even going to bother with very many concrete numbers. I'll kick it off with his Ult and then fill in the rest of the changes with the Ult as the context.
[R] Living Artillery: Kog'Maw enhances his next basic attack with superior range, dealing bonus magic damage to his target and applying spell effects. This skill can be used rapidly, but each consecutive attack consumes more mana.
Yes, this is an auto-attack reset. Not sure how much range you would want on a skill like this, but it would need to be significant. Koggy is supposed to be the super-long range auto attacker, right? That's sort of his thing.
[Q] Caustic Spittle: Passive: Kog'maw passively gains (amount) %resistance penetration.
With the addition of the attack reset, the passive attack speed on this skill really doesn't make a great deal of sense. There are already a TON of Rangers boasting attack speed, so why not stick to Koggy's tank-buster roots and go all out here? Passive %pen, active %shred. Simple, right?
[W] Bio-Arcane Barrage: Passive: Kog'maw shreds (percentage) of the target's missing HP OnHit. Active: Kog'maw shreds (percentage) of the target's max HP OnHit in place of the missing HP shred.
Yes, the attack range boost is dropped. Koggy gets his attack range enhancement through his Ult now. This might require his base attack range to be bumped up to 550. Or maybe not. I have no idea. Either way, this makes BAB a tool for quickly whittling down priority targets, but doesn't leave Kog as dead weight when it's inactive. He won't be able to chew through healthy targets as quickly, but he can still finish off weakened ones. Prey on the sick and injured, right?
So that's that. Ostensibly, this remake shouldn't be increasing Koggy's potential damage output by much. It would, however, improve the reliability of said damage by a not at all insubstantial amount. Kog loses the hair-rippingly annoying Ult, but he gains a great attack reset. This provides his long range offensive with meaningful gating without tying it all to W's cooldown. While the end result might not be as amusing as a 2.2k heavy rain ult, it would certainly be easier to balance around.