An interesting idea to make new kog better and the true Immovable Hyper Carry

Kolrog·1/13/2016, 3:29:56 AM·4 votes·663 views
kogmaw in a box by thedracojayproduct-d4ne7qo

Hi there, Gorlok here. For years, i have mained Kogmaw as an ADC, as a AP mid Laner, as a Armor/MR Shredder Top and recently has a Devourer Jungler. that said, when Riot Announced the Marksmen update, i got really excited. Kog before Marksmen Update was strong but was lacking some individuality and was outscaled by every other adc for a couple of seasons. I was really looking forward to what riot had in store from him, and when the pbe hit and i herd about his "New and Improved W", i got super happy. The only thing is, i never herd of what they did to his ult, and how bad the new W is. I always considered ADC Kogmaw as a champion good early and mid game, and an absolute terror late game. With a good mix of harass from his old W and Ult, while palying safe. Riot on the other hand always saw kogmaw has an hyper carry. So here comes the new Kogmaw: Does absolutely nothing until lategame where he gets somewhat scary if his opponent doesnt get out of range. His warly damage got nerfed to oblivion, since you cant trade efficiently with other ADCs (the base damage nerf makes it impossible for kog to trade 1 AA against any other ADC, and his spells do no damage whatsoever). his ult barely does anything apart from executing low health targets, wich is what his old utl was already doing quite good.Now enough ranting about how bad the new kog is, here are the solutions i came up with that not only respects what Riot wanted kog to be, but would also make him quite good.

TL;DR, new kogmaw sucks.

Caitlyn has range and traps.Caitlyn Ashe has slows and a stun.Ashe Jinx Has long range spells and damage.Jinx Kogmaw? He has immobility and Hypercarry.KogMaw What we should do to help kogmaw get to this Immobile Hypercarry state:

Switch his W and his R. Doing this will allow us to pump more juice in his unique ability while not giving him too much of a early power spike.

Living Artillery Kog'Maw launches a ball of acid into the air that drops after 0.6 seconds at the target location, damaging all enemies hit and granting Sight icon sight of them for 2 seconds. Living Artillery's damage is doubled against enemies below 50% maximum health, and tripled against enemies below 25% maximum health.(Unchanged) MAGIC DAMAGE: 20 / 40 / 60 / 80 / 100 (+ 100% bonus AD) (+ 40% AP) (Base damage Nerfed, Bonus AD/AP Ratio increased) RANGE: 600 / 800 / 1000 /1200 / 1400 COST: 50 - 500 COOLDOWN: 2 / 2 / 1.5 / 1.5 / 1 With the new execute mechanic, Kogmaw's old ult sort of hurts more on lower health targets. That said, the time you spent casting this spell shouldnt hurt less than your auto attack or a Reksai's qRekSai . Putting it on a normal skill means the base damage gets nerfed and so does the range.

Bio-Arcane Barrage For 6 seconds, Kog'Maw roots himself and gains bonus attack and spellcast range, doubles his total attack speed and attack speed cap, also halving his ability cast times. Kogmaw can un-root himself early, but will suffer a 50% movement speed debuff for 1sec if he does so. BONUS RANGE: 210 / 320 / 430 COOLDOWN: 13 / 10 / 8 This. This is what i think makes a true Immovable Hyper Carry. when Kogmaw gets into Barrage mode, the ennemy team only has two options: To flee as far away as possible from kogmaw, or to jump him as fast as possible. As a drawback, ive removed his %HP buff, since with this new version kogmaw doesnt lose any damage when he ults.

Agree? Disagree? Wanna tweak my numbers?(Wich i encourage you to do so). Lets debate and try to make our little void puppy as terrifying as Riot wants him to be. This is not so much a balance thread, but more of new concepts or ideas that would help Kogmaw in the long run.

1 Comments

Kolrog1/20/2016, 2:44:55 AM1 votes

Bumping this since no one commented anything, come on guys at least tell me im not the only one who thinks Kog's rework isnt fitting him all to well?