Disappointed with Kog'Maw revert
This post is an opinion. I recently realized that Kog'Maw was partially reverted to before his W gave him attack speed. Currently, I think he is an alright champion, viable in game. I am disappointed in how boring he has become. It was amazingly satisfying pressing W and watching your attacks barrage an enemy. It wasn't like you could just press W to win either, one had to position themselves before blasting away. If you were too far away, the enemy could run. Too close, and they could kill you first. You couldn't attack and move, so you needed either perfect positioning, or allies to protect you. You were the backline artillery. Now, all your W does is increase your basic attack damage. Yes, the attack speed is now a passive of Kog'Maw's Q, and yes, the percent max health damage is powerful, but it's not the same. It's just not as satisfying or fun to play Kog'Maw anymore. For the first time in a very long time, I refunded a champion. I will ask any Riot employee that reads this to please consider taking the attack speed buff from before, and putting it on his W again, and giving him the ability to break the attack speed cap. The whole point of Kog'Maw was being able to attack faster than anyone else for a few seconds. It made him unique, and now he just does damage like everyone else. I see nothing special about him now. No unique feature that makes him different from any other attack speed adc. It's just that his kit is now bland. You hit things fast, press W, and do more damage, that's it. It used to be you would have to get in position, see an opportunity, press W, and watch your enemy fall into the trap, and if you messed up, you wasted it.
I'd like to make another point as to why the current Kog'Maw's kit is not a great idea.
Currently, Kog'Maw's W does %max health damage, which is great for taking out high health enemies, i.e. tanks. This makes him a very well equipped anti-tank to go in top lane and destroy. That's about where the benefits end though. Kog'Maw is still a marksman/mage, which means he is a ranged damage dealing champion with low health that can focus either on basic attacks or spells. However, Kog'Maw can no longer viably go in either mid or bot, where a mage or marksman would normally go. Mid laners (Mage/Assassin), bot laners (Marksman), and junglers (Assassin) all have pretty low health, which means Kog'Maw's %max health W ability, won't do much additional damage to them. Not only will Kog'Maw's main source of damage hardly effect low health champions, such as assassin, marksman, and mage champions, they are also all made to do high damage in a single moment (burst damage). Kog'Maw, being a marksman/mage, is a fairly low health champion, meaning burst damage kills him really easily. To prevent kog maw from dying, the team must protect him, which is what Riot employees were going for with him anyway. However, Kog'Maw doesn't follw the tactic of focusing the enemy damage dealers and ignoring the tanks. He does very high damage to tanks, but not a lot to assassins or mages, so Kog'Maw players will choose to attack the tank instead of the enemy damage champions, which is the opposite of what one is supposed to do in a fight. On top of everything, your team would be losing a tank because the top laner wanted to play Kog'Maw.
Teemo is also an anti-tank champion, so he goes top, like current Kog'Maw does. The difference is, positioning and protection aren't as necessary with Teemo. He's fast, he can blind the enemy to prevent them from making basic attacks, he can turn invisible, and most importantly he can kill both high health and low health champions with his magic damage poison. Kog'Maw can be good top, but only in lane. Why would you ever play Kog'Maw when you could just 10 times as much with Teemo? With Kog'Maw's updated kit (pre-revert) he still had to have good positioning and couldn't move when he activated his W, meaning his team had to protect him, which is what riot wanted for him. However, he was able to focus any champ without worrying about not being able to do enough damage. He could kill tanks as well as assassins, mages, and marksman without having problems, as long as they couldn't reach him. His attack speed is what made him good, now he can only do one thing and he does it poorly. With the update, Kog'Maw didn't seem to be doing as well as with his kit before that, but with the revert, no one plays Kog'Maw hardly at all.
TL;DR Kog'Maw can destroy top lane tanks with his %max health damage, but gets killed easily, doesn't do a lot of damage to low health champions, is useless in team fights because he can't focus the enemy marksman or mage, and is just boring to play without the satisfaction of activating his W and watching a barrage of acid blast away at the enemy. Play Teemo instead. I'll try to answer questions anyone has.
I'd like to ask the community to participate, a call to action. If you agree with the idea of making Kog'Maw at least similar to how he was before the patch 6.19 revert, upvote to get this post seen and participate in the poll so Riot knows exactly what the players want. If you would rather keep the current Kog'Maw, leave a comment explaining why.