Refocusing Kog'maw's Identity
Not sure whether to put this here or in C&C but anyway.
Kog'maw's identity has always been focused around doing high amounts of damage from long range at the expense of being immobile and very squishy. However in his current state, he feels sacrificial. So-so damage until very very late game at the expense of (not moving at all?) immobility and still being very squishy. I think the attack speed mechanic presented a tough obstacle to balance around and his ult tickling means, as an adc, you have very little means of damage outside of risking auto attacking and (therefore) death. Kog'maw's death passive also presents very little in the way of interesting or satisfactory gameplay. If you're doing well, you essentially have no passive.
Here is a sloppy kit I would like to propose in order to refocus Kog'maw's identity and give him tools to help him succeed as a stand alone champion. Please note I will not be providing numbers because lol.
Note I guess: Resistance shreds are in flat amounts, not %. Still - w/e.
Passive: Icathian surprise
- Every fifth basic attack, Kog'maw hurls a projectile that reduces enemies' armor and magic resist in an aoe (think Frozen Mallet's radius) and leaves behind a brief DoT.
Q: Caustic Spittle
- Kog'maw launches a projectile that deals damage and gradually reduces armor and magic resist.
- Kog'maw's basic attacks and abilities passively reduce armor and magic resist and refreshes the duration of the active debuff.
W: _Bio-Arcane Barrage _
- Upon activation, Kog'maw's basic attacks become long range and his attack speed increases. Attack speed cap increases by the amount of attack speed Bio-Arcane Barrage grants. Deals %current Health per basic attack.
E: _Void Ooze. _
- Kog'maw empties his belly and deals damage to and slows all enemies the projectile passes through. Enemies on Void Ooze take extra %maxhealth damage and mobility spells are disabled. Does not interrupt mobility already taking place and does not silence flash.
R: _Living Artilery _
- Long range aoe spell that ramps up damage and mana cost per use.
In short, Kog'maw needs some way to be beneficial to his team in stead of seeming more like a cost. His long range pokes have the added benefit of reducing armor and mr thanks to Caustic Spittle's passive, and Void Ooze can lock down entire teams if positioned correctly, with the added benefit of doing some %maxhp damage. This means Kog can buckle down with a bit more safety rather than always having to run for your life knowing the guy with 50million dashes is going to catch up to you anyway. Every other Adc has a reliable method of insuring their own safety, and since giving Kog a dash is idealistically dumb, why not have him as an anti-dash adc?
Anyway, a lot can be argued to be op or even harder to balance, but if anything, I think Void Ooze should be an antidash ability.