Kog'maw gets less fun the more you play him. Reasons and Solutions

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Kog'maw gets less fun the more you play him. Reasons and Solutions. (Long thread) * /r/leagueoflegends

No one ever compliments a Kog'maw for "Sick Plays". Before his major nerfs, anytime you saw a fed Kog'maw delete you in a fight, you would only think "glad you play a no-skill champion", and for the most part I agree. Kog'maws skill cap is there, but its invisible to the enemy team and your own team as well for that matter. The only difference between a Good and Bad Kog'maw is where he stands before the fight happens. That difference can actually be less than 2 teemos apart, but it can take hundreds of games to build that intuition, and its pretty much the only thing you can improve on. kog'maw is only fun for 6 seconds at a time highlighted by how he's torchered in every single way for the remainder of the time.

I am a Kog'maw main myself, I know for a fact that Kog'maw the highest damaging late game carry and any buffs will place him back into ban/pick status. Kog'maw however has a problem of getting more boring the more you play him. The higher your ELO the more restricting it feels playing Kog'maw.

Let me explain: -Kog'maws laning phase involves surviving. That's it, you survive, you cannot kill your opponent unless they simply become over eager, as they can just walk away from all your engages, meanwhile every single cs you take is a risk.

-The most restricted ADC, if you are ever in range of any engage or cc, you better bet your dead on the spot if it lands.

-The more experiance you have with Kog'maw, the more you know that your 75% dependent on your teams peeling mid-late game, and your support for early game.

-ideal spot involves him standing absolutely still and being able to shred as many people as possible with runaans + onhits.

-Kog'maws ideal items involve 0 actives. The only possible interaction between him and his items are possibly a BORK (BORK does less dmg than wit's end, costing 1k more gold)

-The only ability that actually matters in Kog'maws kit his is W and his E slow.

-Kog'maws kits entire kit revolves around a 6 second timing window. If Kog'maw ever uses his W to poke or seige, wait 6 seconds, hard engage on him and win the team fight.

-attempt to "make plays" with this champ will most likely end up with you getting killed in return or blowing your W cooldown, meaning you are now literally a void puppy.

MOST EXCITING POSSIBLE SCENARIO AS KOG'MAW: After hundreds of Kog'maw games, the game I had most fun was late game 40+ minutes, in which it involves a Sivir, Hecarim, and Talon trying to dive me, disregarding my other 4 team mates. The match was decided solely decided on my team mates ability to peel. The enemy team does not have a front line, there would be no point in having one, as their tanks would die just as fast as their carries. My job in team fights was this, find the most advantageous spot to stand before team fight happens, sit still, press W, afk.

Any movement is actually punished as loss of damage and potentially dying anyways. Perhaps you want to move back to avoid a riven combo, bad choice, she would have probably died to your autos before even getting in range. You moving would have actually let her catch up to you and thus killing yourself. You might think this sounds ridiculous, but let me assure you these are actually the only choices I can make when my flash isn't up. Escape is rarely the correct option, as you'll pretty much die anyways due to 0 mobility.

Why Kog'maw gets less fun You start understanding Kog'maws damage potential the more you play him, you start to understand that unless you have 4 meat shields, in front of you, you should always stay at least 500 units behind your entire team. This increases to 1000 units if enemy team has a strong engage (malphite ult for example).

Yes Orb walking is still possible to do efficient at around 3.5 or below attack speed, after that there is a very obvious damage penalty for moving. The only plays I can ever do consistently and reliably with Kog'maw in team fights is flashing to dodge an ability (Once again, Malphite ult)

You are the highest priority target in the game, this puts extreme pressure on both teams to kill/protect you. Ever played Kog'maw and halfway through a game your team started to understand all they have to do is protect you to win the game, but you lost anyways? I have, and here is why. The second your team decides "protect Kog'maw to win" your team becomes extremely passive because they have to follow your 350 move speed no matter what.

Consequently, the enemy team will quickly learn that they cannot engage a straight 5v5. They will lose. Result? Don't fight 5v5, split push, get objectives, get picks. If a "protect the Kog'maw" team ever decides to hard engage, you better bet it will be a good 3-4 seconds before Kog'maw can even walk into the team fight due to 0 mobility. By the time he does, his team formation will be broken, many abilities that could have been used for peel have been used for engage, at that point the enemy can simply dive Kog'maw and win the game.

Ways to solve this problem Perhaps riot could do one of those famouse "highlight strengths and highlight weaknesses" balancing things they like so much. Here is an idea for two..

Make Kog'maws W a passive Why not make it so Kog'maws attack speed changes depending on how far his target is away from him, such as at max range, he gets 2x attack speed, at melee range 0.75 attack speed. This is a highlights Kog'maws strengths in that if you leave him unchecked he will consistently melt your team disregarding cooldowns, however if a bruiser where to ever get in range of him his damage will be DRASTICALLY reduced.

This allows his laning phase to be a lot less punishing, essentially Kog'maw has an actual chance of trading with enemy ADC in lane evenly via poke, but is weak to all-ins.
Taking lucian for example, poking Kog'maw will result in even HP loss for both sides, however, ALL INS will be much more effective, but also more risky. You have to dive onto Kog'maw, knowing the closer you get the less damage he deals, but your escape becomes less possible.

This makes the lane more dangerous and exciting for both players, it encourages him to actually interact with the other ADC in the laning phase instead of being poked down beside your tower to death or making every cs a dance with death. It would greatly improve his seiging and poke capabilities instead of just sitting in the back line because having W on cooldown means being useless. You are also now actually REWARDED FOR KITING as any ADC should in a team fight instead of penalized for trying to get into a better position.

I do realize that theres a HUGE risk of him becoming GOD'MAW if he ever snowballs, however it still doesn't remove the fact that a bruiser or tank will always be able to 1v1 him if they ever get in range instead of getting deleted for even trying.

Why it makes Kog'maw more fun!! Finally you can run ghost on Kog'maw, if a bruiser dives decides to dive you, you at least have the option of running back and kiting instead of wasting your 6 SECOND SUPER SAYIAN MODE. This makes Kog'maws damage more reliable NOT HIGHER, but also makes him MUCH MORE prone to dives. It actually allows kog'maw comps to poke, seige, and FORCE objectives instead of running around chasing the enemy because Kog'maw has to save his W active for fights. It makes Kog'maws laning phase more interactive, there now can be "plays" made by both sides instead of just 1 player, but champs like Vayne, lucian and melee supports can still ruin his day if he his positioning is bad.

Overall it would make Kog'maw into a High Skill Cap & High Damage champion

I sincerely thank you for actually reading this, I spent a good amount of time thinking of the points and it highlights all of the unnecessary frustrations of playing Kog'maw.

1 Comments

AZzAr9391r2 votes

This is insanely long, I don't know who would read this unless you were a high ranked player.

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