Idea to give Kog'maw an interesting Identity.

Geshultz··2 votes·429 views

My goal of these changes is to give Kog'maw the identity as a secondary control mage overall.

Changes: Kog'maw Q Changes below which is called Caustic Spittle

  1. Cooldown increased from 8 seconds to 12 / 11 / 10 / 9 / 8 seconds
  2. Kog'maws Q now blinds for 1.1 / 1.2 / 1.3 / 1.4 / 1.5 seconds.
  3. Base damage reduced to 60 / 100 /140 / 180 / 220 from 80 / 130 / 180 / 230 / 280
  4. 40% bonus ad ratio added.
  5. Kog'maws resistance reduction changed to 12% / 14% / 16% / 18% / 20% from 20% / 22% / 24% / 26% / 28%

Kog'maw E Changes below which is called Void Ooze

  1. Cooldown increased from 12 seconds to 20 / 18 / 16 / 14 / 12
  2. Kog'maw E now stops all dashes and applies a snare for .5 seconds and applies a ground effect when hit by it.
  3. Kog'maw slow reduced to 15% / 22% / 29% / 36% / 43% from 20%/28%/36%/44%/52%
  4. Kog'maw e base damage reduced to 50 / 80 / 110 / 140 / 170 from 60 / 105 / 150 / 195 / 240
  5. 50% bonus ad ratio added.

Summery of changes Kog'maw q now blinds, and his e now applies grounded effect and stops dashes and snares the person dashing for .5 seconds. His overall cooldowns are increased on his q and e, well the base damage has been reduced on q and e. Bonus AD ratios were added. Kog'maw's e slow was nerfed in the process. Kog'maw resistance reduction is also nerfed. Overall the goal of these changes was to give Kog'maw a more formal identity a form of a control mage as the ADC that can control a specific zone and in that if used properly gives him a higher skill cap and plenty of counter play to his kit. Such as his q is blocked by minions+tanks and has a slow base missile speed as well. His e can be walked around if used improperly and dashes overwalls can still avoid it with wards before jumping.

Reasoning for making this I felt that kog'maw's kit is currently outdated and can be fixed with a few tweaks to feel more useful when behind and give him windows of opportunity to play against his opponents and kog'maw. It gives him a more feeling of a control mage since we currently don't have any Marksmen that play as a control mage currently and would help make him more iconic for his power of zoning with e and trying to hit with q.

2 Comments

NodirjonSattarov1 votes

Great ideas. It really sucks that no one comments to improve Kog'Maw. Keep it up!

Geshultz1 votes

[{quoted}](name=General KogMaw,realm=NA,application-id=3ErqAdtq,discussion-id=pf7mk7E2,comment-id=0000,timestamp=2016-12-09T23:11:42.638+0000)

Great ideas. It really sucks that no one comments to improve Kog'Maw. Keep it up!

Thanks!

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