Simple changes to Kog that can improve his play.

Yuumi or Lose··24 votes·1,158 views

Reduce the mana cost on his W and E.

Revert the mana cost on his ult back to 40 per continuous cast instead of the current 50.

And for the love of God, give Kog back his AD ratio on his W so that we can build him AD. If not, then change the damage reduction from 55 to 60 at least.

15 Comments

Utility Veigar4 votes

When Kog had his AD ratio on his w was when his late game actually scaled like a hyper carry. Now I have to use on-hit to make him relevant.

Orangesilk2 votes

http://champion.gg/champion/KogMaw/ADC

Look at the "Winrate by game length" graph. He doesn't scale like a hyper carry anymore, he just falls off after minute 40. You heard it here folks, Kog'Maw falls off late game, and that's ridiculous.

XeroKimo1 votes

Outright giving him the ad scaling would be bad so nerf his w hp% to 1% and add the old ad scaling back an you'd have a 2% early game w dmg like it is now since typically you'd have 1% with the old ad scaling after getting doran's

Kaeblen1 votes

so, would the change to 60% normal damage, up from 55% work? I think I would be up for that change.

Rebonack1 votes

{quoted}

Outright giving him the ad scaling would be bad so nerf his w hp% to 1% and add the old ad scaling back an you'd have a 2% early game w dmg like it is now since typically you'd have 1% with the old ad scaling after getting doran's

I suspect the OP means reverting Kog's W back to 1.25% max HP damage per 100 total AD and axing the 2% base damage. If this were paired with minimum damage (say, start at 15 and get 5 more per level in W) that would allow Kog to have some oomph early game without changing his late game damage at all.

Saianna1 votes

That doesn't really help Ap KoG all that much...

It's more of a buff tap towards his AD build...

SettDownShutUp1 votes

So what if his ult had an AP ratio for the % of maximum health enemy champs have to be? So an AP kog would get a 70% Maximum health Ratio for Double damage ult, and a 35% or so for triple damage.

Saianna2 votes

I don't see a point why he'd have some % max hp on ultimate.. Imo raw damage coming from AP & AD on DECENT scalling is fine. What Kog has right now is nowhere near fine..

SettDownShutUp1 votes

No, I didn't mean % max health damage. Kog'maws ultimate has points where it deal more damage depending on how much health the enemy champ hit has. At 50% health on champs it deals double damage, at 25% it deals triple. My suggestion was to add ratios to THOSE health percentages, that way AP kogmaw doesn't run into "I do half your health if I hit but ONLY if you're at 25%.... so that last 25 was basically useless.... yeah...."

Saianna1 votes

ah you meant that piece of retarded bullshit meant to gate his power.

Imo it should be gone. It is total CRAP.

Right now Kogs R is gated by 3 things:

  1. Mana costs
  2. Reset time on mana costs
  3. HP enemy has

This is simply dumb as fuck. It's like a ADC Kassadin, but far less tanky and far less mobile.


How to fix Kogmaw in easiest way possible. Remove this bulshit %HP of enemy. Reduce reset time of R (keep mana costs as is) Let R increase scaling of AD/AP per level of R (just like it was before), but increase the slope, which means it's less frustrating early, equal mid and stronger late game. AND PROBLEM FIXED, EVERYONE IS HAPPY.

iPooUnicorns1 votes

His W is fundamentally flawed. The new W requires you to essentially be rooted to deal damage, which is practically a death sentence for an ADC, it's damage needs to be overpowered to be viable.

Rebonack2 votes

{quoted}

His W is fundamentally flawed. The new W requires you to essentially be rooted to deal damage, which is practically a death sentence for an ADC, it's damage needs to be overpowered to be viable.

This is why I think Riot should support TanKoggy (JuggerMaw? Bruiser Kog?). Giving him more damage is dangerous. Allowing him to survive a bit longer while dealing really good damage rather than flagrantly insane damage and popping instantly? That I suspect could actually be balanced.

It has never ever been easy to balance champions that bring damage to the table and nothing else of substance.

Making a Kog that is healthy and balanced when he only has one lever to tweak (all the damages!) results in knife-edge balance scenarios. So either he needs a new lever (durability and/or sustain) or one of his other levels needs to be improved (poke, tank busting, E-slow, Ult vision).

Orangesilk1 votes

Well, it's an interesting way to balance him and a decent trade off, specially with the boost assassins will get with the new item. Right now he's not worth protecting, the damage isn't high enough for him to get to sit still.

Silents4291 votes

It's actually not as bad as you think, It's fall back is requiring his team to peel and keep him safe, but honestly he wasn't going to do anything before to any champion that beats past and gets into his face anyway, so how is this much different?

Rebonack1 votes

I really do wish a Rioter would drop by one of these Kog topics and actually talk to people about him. They managed to bungle his remake and communication after the fact hasn't been terribly encouraging. Apparently there's an internal divide in the balance team over whether or not Kog should be balanced around his performance in Solo out of fear that he might somehow be great in LCS despite the fact that Kog's hard-counters are the most popular ADC picks right now.

And thus, we get 'buffs' like the one on PBE right now.

Meanwhile, Xin the Destroyer.

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