Koggles nerf idea

Bârd··32 votes·1,408 views

Make his W attack speed bonus scale with rank, rather than simply doubling it.

+100% total attack speed >> +80/85/90/95/100% total attack speed

Since he maxes this shit first, this doesn't impact his mid-lategame, but it lowers his strength a bit before level 9 You know, a weak early game.

Like he is supposed to have.

While he is certainly no Pantheon early, the fact that this "lategame hypercarry" is sitting at a 57% winrate in 25 minute games says something.

20 Comments

Rebonack8 votes

Oooooor Riot could just move his attack speed passive back to his Q.

Since that's the change that pushed him over the edge to begin with.

If Riot really wants to give Kog players a reason to put points in W early game, just make it gain a little more minimum damage per point. It doesn't have to be much, just enough so that it doesn't feel quite as pointless.

MrWasjig2 votes

Oooooor Riot could just move his attack speed passive back to his Q.

What!? No that would be FAR too sensible. Instead the better option is to try and balance the rest of his kit around this awful change.

Kappa

Ulquiorra9959 votes

Admit that they fucked up and revert? HERESY? Best we can hope is that they continue balancing him like this, and some 2-3 seasons from now when everyone forgets move the passive back to his Q with a reasoning like "we want to give Kog players a choice between damage and range/safety, this will separate good Kogs from great Kogs blah blah."

Lady Hammerlock1 votes

{quoted}

Oooooor Riot could just move his attack speed passive back to his Q.

Since that's the change that pushed him over the edge to begin with.

If Riot really wants to give Kog players a reason to put points in W early game, just make it gain a little more minimum damage per point. It doesn't have to be much, just enough so that it doesn't feel quite as pointless.

actually what broke him was the minimum dmg

LaughingStapler3 votes

{quoted}

actually what broke him was the minimum dmg

No way this is true. The impact of that is nonexistent past level 4 and very small even before then. Versus an average level 1 HP of 550, you're already dealing 11 damage from W.

Rebonack1 votes

{quoted}

actually what broke him was the minimum dmg

A bit of both.

Moving the attack speed to W means Kog gets his full offensive boost by level 9 rather than 13 or 18. The big plus was allowing him to level his E second.

The minimum damage was a small buff to his damage up to level 4 or 5.

Itadaki Seieki2 votes

{quoted}

Oooooor Riot could just move his attack speed passive back to his Q.

Since that's the change that pushed him over the edge to begin with.

If Riot really wants to give Kog players a reason to put points in W early game, just make it gain a little more minimum damage per point. It doesn't have to be much, just enough so that it doesn't feel quite as pointless.

I always max W first mostly because early game Kog's range is so shit that he gets shot down by anyone. So. =P

GuillotineCutter3 votes

Why exactly do you want to nerf a perfectly balanced champ ? sure the items we have atm may give him a little edge, but he is one of the few adc that actually does his job : blowing up the ennemy when peeled for, and blowing up when not.

CubedJustice1 votes

You mean blowing up the enemy when being peeled for, and still blowing them up when not.

Utility Veigar3 votes

All they had to do was give Kog back his AD ratio... Was that too hard?

Rebonack3 votes

{quoted}

All they had to do was give Kog back his AD ratio... Was that too hard?

Apparently.

If Riot rolled Kog back to where he was after his hotfix buff and then gave his W some minimum damage that increases with W level, he would be pretty easily to balance as a hyper-carry.

Instead Riot seems intent on this mid-game monster stuff.

Yuumi or Lose1 votes

I miss having to build whatever on Kog because anything was viable as long as you survive early game. Now it's just the same linear build that doesn't scale well late game. Doesn't matter though because Kog doesn't need to go late game anymore. KOG WAS PERFECT IN PATCH 5.22 AFTER THE HOTFIX. But when patch 5.24 came through, we got a champ that so so weak. They need to bring patch 5.22 hotfix Kog back.

Arakadia1 votes

Not bad, maybe a slight compensation though...

mogonk1 votes

bug arent even theat strong tho so it you make him balanced you hav to nref for realism and to maek the rith changes for gameypal

MunchCrunchLunch1 votes

that doesn't really matter much since he doesn't really since he gets more as based on how much time he played/gold he has earned. and 5% per rank. lol

PrometheS1 votes

This is a really good idea without destroying his late game.

hotarse1 votes

i think i'd like cooldown increased on W while keeping the power the same

Draven Wun Trick1 votes

i like it

ofart1 votes

This seems like a good idea and fits his power curve better. I'd probably modify the early scalings to be even weaker though.

maybe +100% total attack speed >> +20/40/60/80/100% total attack speed.

By itself, this may seem too severe but the advantage is that it lets them put more power into Q and R or at least reduce some mana costs.

Bârd1 votes

The problem with nerfing it by that much is that, due to the AD ratio reduction on his autos with W active, pressing W will lower your damage output significantly if his W doesn't give a significant buff at early ranks.

We want his early game to be bad, but not on the level of "You must max this skill first, because it is most of your power budget and using it before max rank lowers your damage output."

The numbers I put up there were chosen because, even at rank 1, your damage output breaks even

0.55 x 1.8= 0.99, a 1% damage loss overall. The 1% damage loss is made up for by the innate onhit effect. This scales up to 0.55 x 2.0= 1.1, the 10% damage increase that we have today.

(first term is the AD ratio of his autos with W on, the second term represents the attack speed total)

If it it had the scalings you suggested, it would work out like this.

0.55 x 1.2= 0.66, a 34% damage loss at rank 1. For anyone, that is far too harsh.

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