Of artillery platforms and machine guns

Rebonack··2 votes·338 views

This is a Kog'Maw remake.

The basic reason behind said remake is to free up kit power that's locked away in the least interactive portion of his kit, his W range steroid. There's no meaningful choice when it comes to using the W active. Is there someone you want dead and it's off cooldown? Then pop it and start shooting. Koggy has a niche because of this ability, but that niche is so narrowly defined that champions who skirt it (notably Trist and Jinx) easily shove him aside.

Right now Koggy is a tank-busting artillery platform that's also a long-range machine gun sometimes. This goal of this remake is to remove the long-range machine gun part and focus on the tank-busting artillery platform part. If you want a long-range machine-gunner then grab Tristana. She does a better job of it whilst being much safer to boot.

That said, on with the show!

Innate - So Empty: Kog'Maw deals bonus magic damage on his single target spells and auto-attacks equal to (small base amount) plus (percentage of his MISSING mana).

The reasoning: This Innate gives Koggy a really interesting mechanic to play with. The closer he is to being OOM, the more damage he deals. Thus, Koggy will want to strike a balance between having enough mana to use his spells and enough missing mana to optimize his damage. His Ult gives him a really unique tool for leveraging his mana level quickly.

Q- Caustic Spittle: Kog'Maw gains passive attack speed. Kog'Maw gains passive flat hybrid penetration.

The reasoning: In keeping with the idea that Koggy is going to be more about artillery and less about machine-gunning his attack speed goes down a bit and the oomph of each attack improves. As an added bonus, this would kick up the power of his Ult a bit. He might not even need base damage increased as a result! And for the record, when Koggy was originally released his Q didn't give attack speed, it granted passive armor pen.

W- Bio-Arcane Barrage: Passive: Kog'Maw deals bonus magic damage OnHit equal to (percentage) of the target's Max HP. Active: Kog'Maw gains (a whole lot) bonus range, converts his damage to magic, and applies his Innate twice on his next basic attack.

The reasoning: Here's our new artillery skill. It would start off with a highish cooldown at level 1 (think Volley) to prevent too much early, unavoidable harass and quickly scale down to a very low value at level 5. The precise cooldown at level 5 would be a really important lever for Koggy since this would be the main means of gating his DPS at long range. The goal here is to face Koggy with a meaningful choice. Move into close range to get higher DPS or stick to long range and sacrifice damage for safety. A couple important points to note: this ability would be an attack modifier, NOT an attack reset. It would also need to have a non-negligible mana cost. And finally, like Poppy's Q, it counts as both a spell and a basic attack which is what allows it to proc Kog's Innate twice.

E and R are unchanged since they both do their job really well already, barring any numerical tweaks that might be required due to other changes.

So there you have it, a remake meant to emphasize the most unique portions of Koggy's kit while reducing the impact of the choiceless parts that tend to get abused in high level games and result in nerfs for poor Koggy. These changes would provide Kog with a unique and generally applicable niche that I feel would be more easily tunable for Solo Queue than his current state.

7 Comments

Lord Dusteon1 votes

Passive and Q change is nice.

Giving him an unavoidable nuke with huge range is not very nice.

Giving him %hp damage PER HIT is really not very nice (1%? Okay, I'm sure the enemy adc cares you did 6 extra damage. 5%? I'm sure the adc is pissing themselves that you did 30 extra damage per hit).

Rebonack1 votes

[{quoted}](name=Lord Dusteon,realm=NA,application-id=3ErqAdtq,discussion-id=w2YEteJw,comment-id=0000,timestamp=2015-01-09T00:30:16.014+0000)

Passive and Q change is nice.

Giving him an unavoidable nuke with huge range is not very nice.

Giving him %hp damage PER HIT is really not very nice (1%? Okay, I'm sure the enemy adc cares you did 6 extra damage. 5%? I'm sure the adc is pissing themselves that you did 30 extra damage per hit).

Think in terms of Graves' Buckshot. If Graves is even kinda close, he's going to boop you with Buckshot and there really isn't much to be done about it barring a lateral Flash. In lane Koggy's new W active would be gated with a non-negligible mana cost as well as a high cooldown. It would be unavoidable harass, yes. But levers are in place to prevent it from being oppressive.

The %Max HP damage is one I was really waffling on. It could stick to damage on each hit, or it could use a 3-hits-and-proc effect like Gnar's damage. I'm honestly not sure which would be better, but I could see both working.

Leti the Yeti1 votes

Admittedly I didnt read the entire thing but problem here is that, I realy dont taking out his machine gun aspect is a good thing cuz tanks are pretty resilient to brust in general and its usually machine gunning em that kills em this includes kog maw

if you improve his OOMPH, hes going to more of a squishy sniper than a tank buster imo

Rebonack1 votes

{quoted}

Admittedly I didnt read the entire thing but problem here is that, I realy dont taking out his machine gun aspect is a good thing cuz tanks are pretty resilient to brust in general and its usually machine gunning em that kills em this includes kog maw

if you improve his OOMPH, hes going to more of a squishy sniper than a tank buster imo

That's a point I was weighing!

Koggy's DPS wouldn't go down with this remake (except if he's pewing from long range, whatever that range might be). He would still be able to chew through Tanks, he would just have to get a little closer to do it.

Now, his Q passive could be more %Pen instead of flat pen. When I suggested flat pen I was thinking in terms of his ability to react to smushy folks jumping on him. It gives him a little bit more of an edge in duels against soft, mobile opponents. But if we wanted to keep that weakness then MOAR %Pen on Q's passive could work, too.

Back in Season 1, before his Q was remade, Koggy had fifty (!) percent armor penetration, just for a bit of background.

Rebonack1 votes

Anyone else have any input on the concept?

I know there are only something like two dozen Koggy mains in this game, but there must be SOMEONE out there with an idea or two.

Sohleks1 votes

As weird as having periods of horrid range feels late game I like the ability; it feels strategic and powerful. Channeling its power into fewer shots will just make him have to pop it on CD to poke in lane, or on whatever best targets there are in teamfights. It would cement him even further into a poke style in lane early game. I think it would hurt his dps early game unless it becomes OP as poke.

Rebonack1 votes

Indeed it would, but that's kind of the goal. I mean, that's the whole goal of the remake, to gate his long-range DPS. That long range DPS is the reason why he keeps getting stomped with nerfs from high-level games. Less machine gun, more artillery platform.

Part of Koggy's issue is that his strengths are so narrowly defined now because of both old and new champions muscling on his on territory. Ez and Corki both have great poke, but they're far more mobile. Jinx has great poke, utility, and can match Koggy's auto-range (just not his single-target damage). Trist can do an amazing job of the whole long-range machine gun thing while being far more safe.

So the idea here is to greatly augment Koggy's poke (artillery) in exchange for a nerf to his late game long-range DPS. Trist or Jinx would end up being the superior picks for long-range DPS (hint: they're already the superior picks for long-range DPS despite having lower damage).

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