Koggy doesn't need true damage

Rebonack··3 votes·336 views

He doesn't need hard CC.

He doesn't need a displacement.

He doesn't need a movespeed boost.

Koggy certainly doesn't need any buffs to his ideal-use case of extreme long range pew pew since he's already good at the LCS level despite his non-existent pick-rate in Solo.

What Koggy needs is a heightened ability to eat people's faces when they get close to him. His Innate already does this (sort of). But why not make it help him out against close range targets when he's still alive instead of making it a pure revenge-kill tool that everyone in League of Mobility can just dash away from?

We can even tie it in to his lore. Instead of spitting at close range, have him bite a chunk out of folks who get up in his face. Give said biting some kind of bonus effect to help Koggy peel for himself in the only way he knows how, with overwhelming damage.

7 Comments

HaIlMonitor1 votes

I hate his passive lol. Die so you are useful! cool

Rebonack1 votes

{quoted}

I hate his passive lol. Die so you are useful! cool

It is pretty awful, isn't it?

It has needed to go pretty much from the start.

But...

That's tricky.

Kog is solid at the LCS level despite having the worst pick rate of any ADC next to Quinn. So he can't get straight buffs to his long-range damage game or else he'll get stupid in high level play where teams are built around him. But on the other hand, he really needs something for Solo that will make him stand out from Trist, Vayne, and Jinx.

And damage alone doesn't seem to be cutting it.

The passive seems like the cleanest place to do work. The general purpose of the passive doesn't even need to change (close range threat if you dive Kog). It just needs to be a little less... awful.

HaIlMonitor1 votes

Yeah they cant really make it better with out reworking is kit slightly. Also it has to be useful for bot ad/ap which would make it hard to balance because he will have the Ezreal problem of not really being able to do both but stuck at doing one of them.

50000000000000001 votes

Wouldn't this make Kog'Maw a bruiser instead?

Rebonack1 votes

{quoted}

Wouldn't this make Kog'Maw a bruiser instead?

No more than his current Innate makes him a Bruiser. Or a Juggernaut, I guess. Whatever the official term is now.

Kog's current Innate says 'if you dive me in melee I'm going to bite back'. It isn't necessary to totally change the identity of his Innate. It could just be made into an actual offensive tool rather than being nothing but a revenge kill mechanic. If we're worried about Kog getting built as a Bruiser, then just make his new Innate scale off bonus AD and AP rather than giving it a huge base value that scales off nothing.

50000000000000001 votes

Kog'Maw is a long-range artillery ADC/Mage. That means lack of mobility and weakness at melee combat is his weakness, which is why Kog'Maw is generally found in a team with a lot of peel.

You're basically trying to remove that weakness by making him do more damage at close range.

Rebonack1 votes

{quoted}

Kog'Maw is a long-range artillery ADC/Mage. That means lack of mobility and weakness at melee combat is his weakness, which is why Kog'Maw is generally found in a team with a lot of peel.

You're basically trying to remove that weakness by making him do more damage at close range.

No, not trying to remove it.

Innates come in several different forms. Some of them are the centerpiece of their respective kits. Some of them augment the strengths of a champion. Others hedge their weaknesses. And some are just random bullshit that doesn't really make any sense.

Kog is getting buffs come the Marksman pass. It has already been confirmed. All I'm doing with this topic is saying that straight buffs to Kog are a bad idea since anything that would make him attractive in Solo that could also improve him at the LCS level will likely break him at the LCS level. So what he needs are changes that will improve his fallback play pattern (some dude is up in my face, better drop as much damage as I can before I die) since that will have a much greater impact on his performance in Solo than it will at the LCS level where Koggy can get the protection he needs to shine.

What I'm suggesting is that Koggy lose the random bullshit Innate and get a weakness hedging Innate instead. The weakness will still be there. You can still dive him. Or just nuke him from medium range with an AoE Mage or whatever. But increasing Kog's threat at close range is the most straight forward way of improving his Solo performance while having a minimal impact on his strength at the LCS level.

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