Failed rework: Kog'Maw

Final Raid Boss·2/4/2016, 4:08:42 AM·5 votes·705 views

Champion is complete garbage after his little rework, the buff he got on his W didn't help at all.

He's a late game champion, OK, that doesn't mean you have to completely remove his early and mid game from existence to make up for his machine gun W that won't actually be relevant until 40 minutes into the game.

It's like playing farming simulator 2016, die a handful of times along the way because you're so immobile and always OOM, and maybe if your team didn't FF yet you'll be able to score a few kills before the nexus goes boom.

Get rid of his AP scalings (He has a** ONE PERCENT** popularity rate, AP kog is not a thing and won't be a thing), take off some of the excessive attack speed on his W, remove the unnecessary mana gating on his ultimate (which is now ONLY an execute), greatly reduce the mana cost on his E and increase it's damage.

2 Comments

ofart2/4/2016, 5:57:37 AM1 votes

idk about his state for adc but can confirm mid is dead for poke style :(((

Rebonack2/4/2016, 6:22:39 AM1 votes

Kog has AP scaling for the purpose of being flexible. That should be part of his identity, I think. As much as being an immobile machine gun is part of his identity. If we're talking 'simple' changes I would ideally want something like:

Passive: %Max HP damage gets moved to here. Give it a bonus AD ratio in addition to its 2% base damage. Keep the minimum damage = 15 concept. That's a really good idea.

Q: Add some spice to his Q. Kog is supposed to be about long range sustained damage, right? Reduce the cooldown on Kog's Q dramatically (adjust damage as needed) and make its (suitably adjusted) resist shred stack with itself multiplicatively. Basically, if you stay in attack range of Kog he'll keep shredding your resists and you're gunna have a bad time. Most importantly, give it no cast time so it doesn't interrupt Kog's basic attacks.

W: It gives attack range! And does the double attack speed thing! And super-exciting passive attack speed! And now it is a toggle! Give it a ramping mana cost of 2 per second (2+4+6+8+10, ect) and make its cooldown double whatever duration Kog had it on for.

E: Improve its slow! A lot! Especially at lower levels! Seriously! Allow this thing to be a one-point-wonder if Kog's player feels so inclined. Every time I look at how great Jinx' chompers are at just one point I vomit in my mouth a little. So does Kog.

R: Now with smooth bonus damage scaling action! Make its bonus damage ramp up by 2.666% per 1% missing HP on the target. It would still his +200% at the same point as it does on Live, but it would make it much more useful at all HP levels that aren't 25%. For funsies, give it a 4 second reveal duration again.