Kog'maw Passive Effects

Balgorode·1/17/2015, 10:14:45 PM·43 votes·2,039 views

Recently, I played a match as Kog'maw, and found it was hard to tell if I was "dead" or not. So I think that when you are about to explode as Kog'maw, there should be a purple tint to the screen!

Anyway it's just an idea. KogMaw

22 Comments

TheKingDodo1/18/2015, 8:49:47 PM8 votes

just rework his passive all together... having to feed to use your passive is ridiculous Sion Zyra

360D3GR3SS1/17/2015, 10:28:58 PM4 votes

Purple tint is easy to implement and a cool idea! Me Gusta.

junglerboy161/18/2015, 8:23:57 PM4 votes

They should just give him a better passive instead. Post death passives should NEVER be put into a carry's kit, because in the ideal scenario, they should never end up with a chance to use it. Now, of course the game doesn't always follow the ideal scenario, but having a passive that is as powerful as Kog'maw's on a kit that shouldn't ever be in a position to use it just puts the kit into a position of having a huge amount of wasted power budget. Kog has to be balanced in a way that assumes he will ALWAYS get use out of his passive, where in most cases he uses it maybe once or twice unless horribly out of position. This means that the rest of his kit is weakened to compensate for the "what if?" situation where he does get to get kills with it every time. Giving him some sort of bonus AA damage after casting an ability or giving him MS whenever he hits somebody with a spell would both be much better alternatives to what he has.

The ONLY situation where his current passive is even remotely fitting for his kit is if he gets all-ined early and needs to trade a kill to not fall behind. But again, that still means that his damage is balanced under the assumption that he will trade kills and therefore doesn't need actual balance in his kit if he can usually get away with it with his passive.

Rebonack1/18/2015, 9:18:45 PM3 votes

I would help with clarity a little, but given the BLAAAAURRRGH! sound he makes realizing that he's about to explode is pretty clear already.

Honestly, I would rather see him get a new Innate.

Either: Kog'Maw deals bonus magic damage OnHit equal to (percentage) of his missing mana.

OR

Kog'Maw's skills and basic attacks place a debuff on targets hit for 6 seconds. If stacked three times the debuffs are consumed and the target takes (percentage) of their missing HP as magic damage.

ExtremePhantom1/18/2015, 9:30:51 PM2 votes

IDK... I think you can just look at the health bar...KogMaw

lightdragoon881/17/2015, 10:27:12 PM2 votes

Most people who play him have it counted down and/or can tell by it sound effects.

Raxicor1/18/2015, 7:36:40 PM1 votes

I agree with this because as Kog you're constantly repositioning to make full use of his kit which means you might be stepping in the opposite direction when you die and lose some vital time for your passive. I've blown many a passive just short of a potential kill just because I was in the middle of pathing when I initially died.

summoner 13 is a good thing.

Fried Noob1/19/2015, 3:59:24 AM1 votes

They did something similar for when you get stealthed and when you get kalista ulted, don't see why they can't do it for kog.

What Is Smite1/18/2015, 3:57:50 AM1 votes

Well if it helps, you're not suppose to die as much on Kog'Maw (look at my most recent match history) so it would really be pointless to add something in for his passive which might or might not guarantee a kill for him.

Grouchy Poro1/18/2015, 9:43:08 AM1 votes

The sound effect is easy to time and learn. A scream of death, some panicked gurgles, a little yelp and then- BOOM! Surprise :P

OneDragonArmy1/18/2015, 10:30:29 AM1 votes

This makes sense, it should be implemented a la the Zilean ult effects, make it instantly clear you've died so you can immediately start running at them. In most cases you'd be looking very far away thanks to his range anway.

S E X Y B O I1/18/2015, 12:43:13 PM1 votes

+1 from me

qetzel1/18/2015, 2:24:54 PM1 votes

I love QoL buff ideas like this. Great one.