Kog'Maw's Q
I'll keep it short - Kog'Maw's Q ability is in quite bad spot right now. I know that armor/mr reduction effects are overall strong, but not on skills with 625 range on champion who don't want to be closer to enemy than his 710 auto-attack range with activated W, 2000 range on ult and 1000 range on E. What's the point then?
-
Decrease/increase Q range to match it to Kog'Maw's autoattack range. So, basic range should be 500 with 130/150/170/190/210 range increase with activated W.
-
Balance damage - decrease base damage by 0-40 (from 60/110/160/210/260 to 60/100/140/180/220) - to decrease late-game possibilities of W+auto+Q poke/burst.
-
Decrease mana cost to 30/35/40/45/50 (or flat 40) to make AP players bit less punished for so much needed combo'ing Q with W. (This may be unnecessary and might buff AD Kog too much, as every AP Kog stacks incredibly big mana pool/regen for ult spam.)
This changes would make AP Kog much more viable, and also much easier to counterplay (when his W is on cooldown), and would make Q use-able for AD Kog.
PS.: I would also LOVE to have much more visible particle on Q-ed champion. Another QOL change - make it castable only on champions and big minions/monsters. Almost no one uses Q to farm (if they do, they are doing it totally wrong), and I'm always upset when I accidentally Q minion, not champion.