As someone who loves the Omnomnom of LoL, I think the pre- to post-cast change is like a dance on a blade. Cho basicly does a) Q random at enemy -> running towards them and W when theyre in range to stopp them from using escapes etc. and then Omnomnoming them after we closed the last small gap. OR b) W first and then a much safer Q and then Omnomnom them.
If this change goes throu, i think the first combo will simply impossible to do, since everybody has flash or maybe an escape. They may get slowed pretty nice after a Q hit, but cho will never be able to catch someone only running towards them if they got hit by a max range Q.
The "Stats" shift like low cd, bigger range equals the silence nerf, but if the silence keeps the same "speed" this will be a huge nerf in my eyes, because now cho cant reliable "cc lock" them for long enough to get in range for is R.
A "small" fix would be simply to increase the visual effect/speed of the silence. That would be the easiest thing in my eyes. But if you want MORE counterplay then there already is in chos kit, i think that would seriously destroy him, hes already super hard/bad in high elo, because of his mega huge cast times, with easily dodgable Q if you just have tier 1 boots, No threat after 1 combo use for ~8 sec. and no escapes/gapclosers.
If youre in for some more changes/updates read further if not you can stop here
I will try a diffrent format this time, starting with the TL;DR
Passiv
- 1,5x of the mana values/refund
- doubled, if a champion, cannon minion, big monster is killed
Q,Rupture
- more skillbased, bigger circle but 2 circles total. 2 versions
a) normal circle + extra circle around. extra circle does not knock up, only slow OR only half the duration of knockup and slow but same dmg. normal/inner circle can be a bit smaller if wanted
b) "normal" circle smaller, but longer knockup(1,5sec)/more dmg, "outer" circle a bit bigger then the original circle range but only half the knockup&dmg
- casttime reduced by R rank!
- circle range increased by R or E rank.
W, Feral Scream
- visual speed update
- lower cd and lower duration ok, but post cast effect seems to risky
E, Vorpal Spikes
- passiv AS buff/ level/rank
- 25%/50% vs minions
- toggle to defensiv, mini thornmail/+Ar&Mr/ flat dmg reduc (those changes are really powerfull! carefull balancing needed!)
R, OMNOMNOM(seriously, the name needs to be changed to Omnomnom xD)
- no changes needed, pretty powerfull but its also keept in check by other his abilitys and the loss of stacks if killed.
A quick reminder, not everything needs to be used/implemented, this is just a pool of ideas! But if most of them are used, there will be a need to lower his base dmg a little, in most cases. The Intenton is not to just buff/overbuff Cho, but to improve his gameplay/viablity in higher Elo a bit. And with all the kitting/mobility and %hp/Ar reduction hes in a pretty weak spot right now.
Some more explaination
**Passiv: **
The heal feels good, specially at early levels, but the mana is a joke. As someone who has 90/70-110/100 mana costs and having the 15th lowest level 1 mana pools, and again the 15th lowest level 18 mana reg. is pretty hard.
To get 1 Q refunded, with the lev18 mana refund we need to kill 12 minions... (>24 minions in the early game....). You see that thoose numbers are a joke. Defnitly needs improvment!
Q, Rupture
The total cast time of ~1,2 sec is pretty huge for his bread and butter skill, but we cant lower it that much without atleast halving the dmg.
It may be possible to make it more "skill" reliant too. making it bigger in total but having less dmg/knockup at the outer circle, somewhat like AAtroxs Q.
But we could also improve it by making its range slighly bigger with his E or R rank! (but the "bigger" circle can be less effectiv like only half the knockup/dmg etc.)
Or we can shorten his casttime a bit with every rank in his R, because everyone has/gets boots which makes it even harder to hit his Q so if we reduce the casttime later in the game its seems fair to me! right now everyone can simple run out of his circle, whitout even trying to dogde it...
His E, Vorpal Spikes
Its an onhit effect which only gets +15 dmg per level... ok this may sound super bad but its an aoe onhit so it may be borderline ok.
BUT the big thing is that cho, HAVING AN ONE HIT EFFECT!, has the 10 lowest level 1 AS and the 20 lowest level 18 AS. As a melee, who does not buy AS items, only has an EASY to dodge "slow/knockup" his only cc, no gapclosers or ms buffs and no AS steroids..... This makes his E rubbish.
There is some huge potenital for improvement!
even trying to make the toggle an agressiv vs defensiv choice, but there should be an increase in time to toggle. no instant retoggle etc.
Overall the big Omnomnom could use some changes, maybe even on the scale of a full rework, but i think a simple Update, on the scale of Leona/Sona is more then enough for my/our beloved, minion and weird moving, big minion Eater needs :D (they sometimes even taste like rocks or like fish, very suspicous O.o!)