People complain about Kog'Maw never needing Q and Sejuani being too weak as a tank SOOOOO much....

Mister Support··5 votes·844 views

And now with changes to Kog'Maw that put his power back on Q and R and less on W....

Attack speed growth increased to 3 from 1.5 Caustic Spittle (Q) Armor and Magic resist reduction increased to 20/25/30/35/40% from 12/16/20/24/28% Mana cost reduced to 40 at all ranks from 60 Bio-Arcane Barrage (W) [No longer grants passive 15/20/25/30/35/40% attack speed] [Deals 5/10/15/20/25 flat damage while active] Living Artillery (R) [Duration between subsequent shots lowered to 6 from 10]

As well as Sejuani getting a decent buff to team synergy and clarity for when R will hit... Permafrost (E) can now be used on enemies slowed by allies in addition to Frost! Glacial Prison (R) [has a new range indicator that includes explosion radius.]

And not a single word of appreciation to Riot or anything. Great job boards, you guys are wonderful!

And to Riot, thank you for these changes! The Kog ones will probably need to be adjusted a bit, but that's what the PBE is for!

16 Comments

Hayaishi22 votes

As if we needed to thank them for doing their job.

Meep Man1 votes

Well, I guess if you wanna be a cruel human being and snob sure, but uhm... I say thank you when someone does something that benefits me instead of "Wow, nice doing what you are supposed to do anyways." I mean, you could be a complete ass, but Im just gonna be a decent human being.

Cherysse1 votes

We could at least be polite, they are humans too u know?

Vistha Kai2 votes

Thank them for being gracious enough to be a year late with any positive changes to Sejuani or nerfing an overpowered champion?

If I were doing my job like that, I'd be fired after a month.

The Kog ones will probably need to be adjusted a bit, but that's what the PBE is for!

A-ha-ha-ha... Somebody hold me.

Quepha2 votes

It's the PBE. Every intelligent change gets removed and every stupid one gets pushed through while Riot has their blinders on to all the negative feedback.

Quepha2 votes

The Sejuani E change seems a little weird. Slows overwrite each other instead of stacking and 1.5 seconds isn't really long enough that you know it's worth putting your slow on them right now unless Sejuani players memorize the strength and duration of every slow ability in the game. And Sejuani doesn't max E first anymore so it isn't like the damage is very significant either.

Mister Support1 votes

{quoted}

The Sejuani E change seems a little weird. Slows overwrite each other instead of stacking and 1.5 seconds isn't really long enough that you know it's worth putting your slow on them right now unless Sejuani players memorize the strength and duration of every slow ability in the game. And Sejuani doesn't max E first anymore so it isn't like the damage is very significant either.

I see it as ease of ganking level 3 if you have anyone with a slow in lane, you can keep your charge for a little bit. Time the E for JUST before your ally's slow wears off for an extra 1.5 seconds of slow and some damage, then land charge while they are slowed.

Quepha1 votes

[{quoted}](name=MadCast Fenris,realm=NA,application-id=3ErqAdtq,discussion-id=WRxGiyvd,comment-id=00060000,timestamp=2016-02-25T22:18:32.158+0000)

I see it as ease of ganking level 3 if you have anyone with a slow in lane, you can keep your charge for a little bit. Time the E for JUST before your ally's slow wears off for an extra 1.5 seconds of slow and some damage, then land charge while they are slowed.

Your ganks should start with you hitting first since you probably charged in while your ally was out of range. You then apply your slow so your ally can catch up and start adding to your damage. Even if your ally applies their slow first, that means you are definitely in range of your own damage so frost is on the target well after your ally's slow wears off anyways.

This is trying to be some kind of Yasuo-esque cc synergy, but Yasuo's ult lasts so long that you KNOW it's extending the duration of the knockup, plus it's a massive-range gapcloser, plus it refreshes his defensive steroid, plus it adds an insane amount of armor shred for him.

This isn't useful in ganks during the lane phase and team fights are too chaotic to gain any benefit out of it.

LoLKiru1 votes

I am legitimately impressed with the Kog'Maw changes, they actually push him towards a lategame role a bit more; especially with his AS growth literally doubling.

The Scaling flat damage on W is pretty nice too (I assume its still an onhit)

That said, these should've happened a while ago. Putting his AS on his W was a bad idea.

MilamberZ1 votes

It's a nerf A big nerf on Kog, even late game Currently, he got 25,5% bonus AS by growth, he'll get 51 with the change, but loose roughly 15% at the end

Yuumi or Lose1 votes

But a buff on AP Kog at least.

LoLKiru1 votes

{quoted}

It's a nerf A big nerf on Kog, even late game Currently, he got 25,5% bonus AS by growth, he'll get 56 with the change, but loose roughly 15% at the end

Welp, time to raise that AS Growth even more! Not like its too far fetched anyway, I believe Vayne is at something like 4.0 per level?

Ideally if it was at all possible, I'd like both AP and AD Kog to be viable playstyles for him.

MilamberZ1 votes

I hope they'll do something like that, it would not buff his early and make the 5.0 reachable on hit kog

PapaGreg211 votes

I am not even sure this marginally makes Sejuani any better. She can throw a slow on a champion already being slowed? How is that going to make her relevant again? I wouldn't even waste her e on a champion previously being slowed because it would be more beneficial to just use it again once my teammate's slow wore off.

Oerba No Naja1 votes

I dont have a pbe account so i cant feedback so fu .

LankPants1 votes

As a Sej main I'm not sure of the changes. The E slow change seems odd to me. Outside of a few edge cases I really don't think these will do much of anything. It's great if you're with a champ with a weak and easy to apply slow like Ashe or Akali. In the case of these champions your slow is a significant improvement over theirs.

I guess it's usable as a sort of slow extension, but that requires you to know the exact duration of your allies slow. I don't think anyone actually knows the duration of every slow in the game, maybe you know some core ones like Wither and Mocking Shout and you have a sort of internal timer for them, but I can tell you that I don't have an internal timer for slows in the same way I do for things like Tryn ult and Zonya's. When those things end I'm able to hit people the second they become vulnerable. I don't think I could really ever learn the timings for most slows in the game.

So what are it's main use cases? I can see two. Number one is improving weak slows as I already mentioned. Number two is assist stealing. If you run into a gank just a little late and your team-mate won and is cleaning up a kill, lets just say your ally is a rumble and hits the enemy with a harpoon, you can E them from a range to ensure you get an assist on the kill. I think this is actually the best use case in most cases.

The e changes seem more like they'll help Sej in alternate modes than in SR. In ARAM it's very good because you could probably max E in certain games to get a bit of poke. In URF it has the potential to be insane since max rank Sej E has the potential to chain into itself, same for AFO. I doubt it will have that much of an impact on SR though. In fact if I had to bet on one of the changes helping out more I'd probably say it would be the Flail animation improvements on W.

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