If Urgot can have a damage penalty to on-hits, why couldn't pre-revert Kog'Maw?

TotalJerk··1 votes·825 views

Part of the reason Riot said they partially reverted the Kog'Maw rework if I'm remembering correctly is because his W design made the items it synergized with unbalanceable. Riot's solution to this with Urgot was to drastically reduce his on-hit damage while W was active. Why was it out of the question for Kog'Maw to receive the same treatment?

4 Comments

DragonShea1 votes

Riot logic.

Clint Orris1 votes

Because Urgot is heavily weakened when he gets into machine gun mode just to balance it out.

You would have to do the same with Kog’Maw but it would not feel good as hes a squishy ass ADC with 0 mobility. Urgot’s is heavily gated with high CD, short range, short duration, slowed, capped at 3.0 AS and is unable to choose the target.

And ppl forget that you can reach 3.0 AS now with lethal thempo with none of the drawbacks :3

Talon121 votes

he had 55% damage from 100% but that was 2 stronk. But lets be honest. Imagine that garbage with lethal tempo. No one wants to deal with a kog that legit kills 5 people in under a second due to all the % hp damage he is spitting out

ankoanko191 votes

It was also impossible to kite with him or something. There were too many scripts made for it in other words. But yeah the biggest reason was because of itemization. Urgot doesnt have a 710 range like Koggles does (and did) with his W.. Urgot can't reach AS 5 like Koggles used to do with his W. Kog'maw made the items so unbalanceable that Wits End used to be considered a decent item JUST because of Kog'maw.

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