Kog'Maw 5.24 Patch

Driwm·12/9/2015, 2:17:00 AM·2 votes·1,870 views
http://s28.postimg.org/71sv1r60t/dasgasdg.png

Well It is supposed to be a buff for him, it is in early levels but as mentioned many times he's a late game hypercarry but this just makes his late worse ill post some of his 5.23 late scalings:

My rune marks have pen so the damage at lvl 1 is from masteries(natural talent) and quints(flat damage). http://s18.postimg.org/nu48fox8p/Screen66.png

It boost his damage by 1% in early levels (which is good) i wouldnt have that 2% till lvl 8 or 9 because i build botrk first, but this 2% without ad scaling falls very hard on late...

This is my standard build + 1rst drake + elixir, is more than twice that 2% http://s23.postimg.org/3tywegg4r/Screen73.png

With Mercurial + 1rst drake + elixir http://s8.postimg.org/3ldvi3kp1/Screen74.png

And finally with guinsoos + 1rst drake + elixir http://s7.postimg.org/3sstzz6xn/Screen75.png

Well while i don't like that build it's a little buffed in constrast to the others but still 3.7% is more than 2%.

Also i wanted to mention that IE has the same damage as ER so that's why i didn't try other builds. In conclusion i think that w needs ad scaling like 0.3 or 0.4.

4 Comments

Rebonack12/9/2015, 2:42:32 AM2 votes

Keep in mind as well that Koggy can't charge Fervor on minions anymore, so that's damage he's losing out on for trades early game.

Or in other words?

His early game damage is going to be exactly the same while losing a significant amount of damage at full build. All Riot did was wreck AD/Ult focused builds in favor of a minor buff to AP Marksman Kog.

Meanwhile, Vayne dealing 4% max HP in true damage per auto is totally fine.

Rebonack12/9/2015, 3:54:49 AM2 votes

What frustrates me is the only thing Riot needed to do with Kog was bump up his base HP until he was robust enough to survive the lane phase. Everything else in his kit was just fine.