Soooo Kog's too focused on W
That is, honestly, the heart of the problem.
That's been the problem ever since Riot moved the attack speed from Q to W. Then removed the attack speed. Then added extra flat OnHit damage. Without exaggerating, something like 75% of Kog's power potential has been crammed into his W, and the rest of his kit is suffering because of it. People don't even bother putting a single point into Q until they absolutely have to.
I haven't done one of these in a long time, so I figured it's do. Time for-
A Kog remake thread!
Try to keep your enthusiasm in check, I know you're excited. Just remember to vote for the walrus option. It's what all the cool people do.
Passive BLEEEEGH!: Kog'Maw's attack speed from all sources and attack speed cap are doubled. However, his basic attacks only have a 50% total attack damage ratio against non-minions.
But why? Kog's kamikaze passive is straight up removed. Also note that his basic attacks hit for 50% power rather than 55%. That's a straight damage nerf all around. That should open up a decent amount of kit power for the rest of the changes proposed here.
Q Passive: Kog'Maw's basic attacks deal (percentage that increases with skill level and bonus AD) of the target's maximum HP as bonus magic damage OnHit. Active: Kog'Maw fires a caustic projectile that deals (amount) magic damage and shreds (percentage) of their resistance.
But why? Three reasons. First and most obviously, to split Kog's power more evenly between his Q and W. This delays his power spike and pushes his scaling a bit more toward late game. Second, it helps to further cement Kog's position as an ADC focused on softening up hard targets for his team. Finally, making his %HP scale with bonus AD damage helps to resolve between AP and AD Kog.
W Active: Kog'Maw gains additional range and flat magic damage OnHit (scales with skill level and AP) for (duration).
But why? We see here a clear delineation between W and Q. Putting points in Q allows Kog to better tackle beefy targets. He gains %HP damage AND resistance shredding. Putting points in W allows Kog to shell more dangerous (and often softer) distant targets with strong flat magic damage. This would give Kog a very clear choice in his skill order based on what his player feels the greater threat is for any particular game.
E Active: Slow increased to 35/40/45/50/55%.
But why? Simply put, to make E a better one-point-wonder option. Kog should probably be leading with Q or W and he might want to level up the other skill second. Increasing E's slow a little bit at level 1 makes leaving E at level 1 a viable option if the situation demands.
R Active: Kog'Maw fires a long range artillery skillshot that deals (percentage) bonus base damage per 1% of the target's missing HP. Bonus AD causes Living Artillery to deal bonus magic damage equal to (percentage) of the target's missing HP per 100 bonus AD. AP causes Living Artillery to deal (AP ratio) bonus flat magic damage.
But why? Kog's Ult damage is smoothed out rather than increasing with fits and starts. Following the trend set by Q and W, bonus AD helps Kog to execute beefy targets while AP is focused on soft targets, giving Kog different incentives to build different stats. Because if you ask me, build flexibility is one of the things that makes Kog so fun.
So there you are. Remaking the remake to (hopefully) make it a bit easier to actually balance. Because right now stuffing all that power into his W just doesn't seem to be working well.
Thoughts?