What if Koggy's Ult were a basic skill?

Rebonack··3 votes·521 views

And Bio-Arcane Barrage were his Ult?

Now, I've been thinking. Kog is absolutely fine over in Dominion Land. Usually when a champ is doing well there and doing poorly in Rift it's because the laning phase is neutering them somehow, which makes their power more difficult to appreciate. I don't think straight buffs to Kog (like, say, increasing the AD ratio on his %HP damage) are that great of an idea. A better idea would be to just give him little nudges to base HP or base AD until he can survive the lane phase.

Or?

We could rearrange his skills so that he can safely farm without having his amazing damage yet.

First step would be to replace his Innate self-destruct with his %HP damage. Aside from becoming a little bit more reliable, this would be removing power from his kit and allowing the rest of his abilities to be buffed with a little more leeway.

Second step is porting Living Artillery over to his W (or making it his Q and Caustic Spittle his W). To keep its power ramping similar, it could start off with a cooldown of 6.5 seconds, improving by 1 second per level and 0.5 seconds per point in his Ult. The range could start at 800 and increase by 100 per point and an additional 200 per point in his Ult. That would keep the range and cooldown growth similar to Live. And, most importantly, make it refund its mana cost and at least part of its cooldown if it kills a unit. This would allow Koggy to play it safe in the lane phase and farm with Living Artillery. Points in his Ult could potentially improve the skill's damage as well, but I'm not sure if that would be necessary.

Bio-Arcane Barrage, meanwhile, would probably remain more or less the same. With his Innate effectively out of the picture, it could probably stand to have its physical damage reduction improve with level. Obviously I'm not sure what the exact numbers would be.

End result, Kog would be able to farm safely in the lane phase and actually get the farm he needs to contribute come mid and late game. He's got some of the lowest creep scores of all ADCs right now, which I suspect is a large part of why his performance is so low. If he could actually farm that would give us a clearer picture of how powerful he is and allow him to be balanced accordingly.

1 Comments

Salt Miner 49 Er1 votes

First off: Don't preface the suggestions with you being a Dominion Kog'Maw player. Nobody legitimately cares about the game mode outside of the few dedicated people that play it, and it's a horribly balanced game mode anyway. Secondly, none of your changes realistically keep Kog'Maw competitive because currently the only way for him to farm lanes effectively is using his W to last hit or if you're daring enough, using his E and R combo (Which is a good way to get mana gated hard).

The only way to make Kog'Maw relatively okay right now is to do something about the mana costs ramping up on his ultimate (Which would be easily fixed by just giving him an ammo system similar to Corki or Xerath), or by changing the damage dealt by his W by taking power away from other parts of his kit. Namely his Caustic Spittle, it gives you 280 base damage on a rather short range linear skillshot that reduces resistances by 28% at max rank with 70% (Bio-Arcane Barrage activated, mind) Attack Speed. You're already building alot of attack speed on Kog'Maw from items like item 3124 item 3153 item 3085 item 3091 so there's really no reason to level it up at all unless like I stated before you don't want to get mana gated by the absolutely atrocious 60 - 80 mana disparity between those two spells and Void Ooze at their max rank.

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