Kog'Maw Ultimate
Soo I just got done with this ARAM game
And I really have to say, and I can not stress this enough. Kog'Maw's ultimate needs a serious nerf. I joke you not if I had shadowplay I would show you how fast and stupid kog'maws utlimates were. 80% of the game we never touched nor saw kog'maw. All we saw/heard was his ultimate rain fire.
Back during season 1, kog'maws ultimate was supposed to be used as a team utility "poke." It would provide vision to the dragon/baron area as well as certain jungle camps. It's purpose has far succeeded it's season. With the increase of wards being used for offensive and defensive purposes...I see no reason to allow his ultimate to do more damage for less mana than any other ultimate in the game. It's the most efficient and annoying ability in the game, not to mention the reveal aspect of it.
Living Artillery Kog'Maw fires artillery from a great distance. After a 0.6 second delay, the artillery falls dealing 80 / 120 / 160 (+30% of ability power) (+0.5 per bonus attack damage) magic damage and reveals targets for 4 seconds. It deals 100% bonus damage (200% total damage) to Champions. Each subsequent Living Artillery in the next 6 seconds costs 40 additional mana (Max 400).
Either fix the mana part of this ultimate or take away the bonus damage. Kassadin has seen a similar nerf...
Riftwalk Kassadin teleports to a nearby location dealing 80 / 100 / 120 (+2% of maximum mana) magic damage to surrounding enemy units.** Additionally, each subsequent Riftwalk in the next 12 seconds costs double the amount of mana** and deals 40 / 50 / 60 (+1% of maximum mana) additional damage. The cost and damage can stack up to 4 times.
Please make Kog'maw's ultimate similar to kassadins or rework his kit. He currently hits hard than some assassin champions at 1-2 items which is laughable.