[Concept] Kog'Maw Update + Guinsoo's Nerf

Tèrminus·1/28/2018, 12:09:49 AM·4 votes·925 views

Numbers are hard, so just focus on the general concept, I guess. It wouldn't feel complete without numbers, though, so I just kinda spitballed those.

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P: Icathian Acid

  • REMOVED: Current passive.
  • NEW: Kog'Maw's damaging abilities apply Icathian Acid to enemy champions. The acid eats its way through the target's defenses over 1.5 seconds, after which the target takes 10% increased damage from Kog'Maw for 4 seconds.
  • Enemies recently afflicted by Icathian Acid become immune to it for a short time.

Q: Caustic Spittle

  • Cost increased to 40 / 45 / 50 / 55 / 60 Mana.
  • No longer reduces the target's resistances.
  • Passive bonus Attack Speed reduced to 15% at all ranks.
  • NEW: Damaging an enemy champion with Caustic Spittle increases the passive bonus Attack Speed to 30 / 45 / 60 / 75 / 90% for 4 seconds.

W: Bio-Arcane Barrage

  • Cooldown now starts on expiry instead of on cast.
  • Cooldown reduced to 16 / 15.5 / 15 / 14.5 / 14 seconds.
  • Mana cost removed.
  • Duration reduced to 7 seconds.
  • Bonus Magic Damage changed to 3 / 4 / 5 / 6 / 7% (+1% per 50 Bonus AD) (+1% per 100 AP) of Target's Current Health
  • NEW: Damaging an enemy champion with Caustic Spittle or Living Artillery reduces Bio-Arcane Barrage's cooldown by 1 second.

E: Void Ooze

  • AP ratio increased to 70%.

R: Living Artillery

  • AP ratio increased to 30%.
  • NEW: Refreshes the duration of active Icathian Acid on enemy champions struck.

The general idea is to get Kog'Maw using all his abilities to continue melting enemies, reminiscent of how Trinity Force Kog worked before his rework the first time.

Also some AP ratios back for those people who like AP Kog.

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Guinsoo's Rageblade

  • Guinsoo's Rage now only deals 33% on-hit damage for ranged champions.

Urgot's W proves this is possible, so why not?

4 Comments

kaironen1/28/2018, 7:56:47 AM1 votes

I think that in order to bring back old kogmaw with the trinity force, you would have to rework his ult to be stronger at higher hp values. The reason why trinity kogmaw in general is a lot weaker right now is because of how they changed his ult to be more of an execution move. Your q change you have listed will make kogmaw into a q then full auto with w up because of how high the attack speed is. Even if the numbers would be lowered the fact that it gives attack speed enforces the w into full aa that he currently does. Your w change with the ult interaction is actually interesting and it will definitely enforce the ability focused kogmaw and it rewards kogmaw players on how well they play the fight with those abilities. The "damaging an enemy champion" is crucial to make this work so it feels rewarding. I can't say much about ap kogmaw since I don't play mid lane but I believe ap kogmaw will generally never be strong, or at least only for a 2-4 week period since it isn't fun to play again. I believe every time he was slightly strong he was nerfed in the next patch.

I think the issue with rageblade is how it should be closer to a high risk and reward in teamfight since you have to stack it. However, by the nature of being range with building atk spd, it stacks too quickly letting kogmaw do more damage than he really should with the on hit build. I would probably nerf it to have a melee and range component so range needs 8 aa and melees need 4. If it isn't enough then nerfing it's interaction with auto attacking minions could also work. I don't think the item is broken but with on hit champions it can be pretty disgusting, especially on kogmaw and maybe varus.

Sasogwa1/28/2018, 8:25:42 AM1 votes

Guinsoo is shit on melees, why would you nerf guinsoo's on melee?