Can we make Koggy's Ult into an actual artillery skillshot yet?
I figured now would be as good a time as any to pitch this.
As a long time Koggy main, his Ult has been problematic for quite a while now. When AP Koggy works (usually due to a new item supporting the play style) he's awful to play against.
No.
Seriously awful.
The frustration caused by those spammy Ults at such a crazy range is pretty intense. Part of that is due to how Koggy's Ult is targeted. Right now the thing isn't actually an artillery skillshot. It's a delayed blast like Brand's Pillar. After casting the skill, stuff in the AoE is damaged after 0.6 seconds regardless of how far away the target is.
I would suggest, to make the thing have a bit more counter-play at long ranges, to remake it as an artillery skillshot (think Corki and Galio Q) and improve the visual indicator of where it's going to be landing. Set it up such that reaching its maximum range takes 1 second (so the missile speed would increase with level) and up the AoE a little. This would give foes a long ranges more time to react to the incoming vomit-comets while at the same time improving Koggy's accuracy a bit at closer ranges where people can actually interact with him in a meaningful way.
Why am I, a Kog'Maw main, suggesting a nerf to Luden's Kog?
Because I would rather see his kit power shuffled around rather than just seeing his Ult eat more straight nerfs. The thing has already lost 20% of its base damage and infinite spammability with Blue/AA Staff.