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Kog'Maw Passive Update Concept

Nòvá··3 votes·3,380 views

Let's be honest: Kog'Maw's current passive does not make a lot of sense for an ADC. Although it requires dying to utilize, that's not the biggest issue, for the utilization itself is rarely satisfying or effective. As a long-range ADC (or for an AP, R-spamming artillery), Kog'Maw is not meant to be anywhere near the enemy. If he does his job right and stays far away from the enemy frontline, any deaths he has should be the result of some bigger bug jumping on him from the shadows (Khazix, I'm looking at you). When deaths like those happen, he shouldn't be expected to run all the way from the backline into the enemy team to try to deal some (mediocre) damage. Even then, the enemy can often avoid the damage with heals, shields, and mobility. For a new passive, I wanted to keep the feel of the current passive while making it more suitable and satisfying for an ADC. This concept draws inspiration from the passive of another champion with a similar passive and damage-dealing role: Karthus. While Karthus's has a similar life-after-death damage passive, Karthus's passive is especially advantageous because it allows him to cast his ult, a vital element of his kit, uninterrupted. Kog'Maw could benefit from a similar concept.

Instead of trying to run at the enemy in the undead state, Kog'Maw would be able to fire his W-empowered auto attacks uninterrupted and, unlike Karthus, be able to move but not cast any abilities. Kog'Maw's notorious squishiness is arguably his biggest weakness, so this passive would give him opportunities to still deal some damage even if he gets blown up at the start of a fight (ahem, Khazix Rengar Zed Fizz Leblanc , etc.). Because of this added damage opportunity, Kog'Maw would have a better chance at surviving in assassin-heavy or mobility-heavy metas.

Since this passive has the potential to do a lot more damage than Kog'Maw's current one, here are a few ways to balance it or just tweak it (these are not mutually exclusive):

  1. Kog'Maw fires his normal auto-attacks instead of his W-empowered ones.
  2. Kog'Maw has only a certain percentage of his normal movement speed during the passive (e.g., 30%-100% at levels 1-18, or he could even get a speed boost at later levels). Alternatively, Kog'maw could not move at all, but this would probably produce awkward/unsatisfying gameplay.
  3. Kog'Maw has access to his ultimate. This would help AP builds more than being restricted to auto attacks, but would also add another element to balance around.
  4. Lastly, the duration of the passive could also be tuned, but must be set at a certain number and must not scale (see note for reasoning).

There are probably other balance concerns and ways to address them, and I don't think this concept is perfect by any means. For instance, having a major source of the enemy team's damage still alive for a time after you use all your cooldowns to kill it might not feel very good to assassins. I mainly just wanted to put the concept out there to see what people think.

Thanks for reading! Feel free to post thoughts and feedback! KogMaw

Jhin -Nova

A note on scaling duration: A scaling duration would be problematic. If the duration scales up with level, Kog'Maw's increased attack speed from items coupled with the increased duration on the passive will cause the number of auto attacks he could fire within the duration to increase exponentially, creating a potential balancing nightmare. If the duration scales down with level, the maximum number of auto attacks will not scale so wildly, but the Kog'Maw player will essentially have to race against the exp bar, trying to get enough attack speed and items to not miss out on dps that would potentially be lost each level.

6 Comments

Ahris3 votes

Dude, ur gonna make Kog Maw extremely broken. Firing autos uninterrupted? Lol.

Nòvá1 votes

I agree completely. This concept definitely has the potential to be extremely broken. At the same time, there are a lot of different aspects that can be tweaked to balance it.

Ahris1 votes

{quoted}

I agree completely. This concept definitely has the potential to be extremely broken. At the same time, there are a lot of different aspects that can be tweaked to balance it.

Lol, your concept can get the entire Kog Maw's current kit nerfed just for his new passive. I dont think that is gonna work.

DerZermetzelte2 votes

I think the general direction is right. The thematic of a toxic exploding bundle of ooze stays, but it doesn't interfere with the artillery idea anymore.

  • Imo it overlaps a little much with Sion's passive though if you were to give Kog the ability to walk and attack normally, but the threat is bigger due to the range. Also, in order to make ad and ap kog satisfying, I suggest allowing W empowered basic attacks and ult (after 6).
  • To give Kog a handicap though (so he doesn't win a teamfight solo after dying), I think it would be best to give him a charge system of sorts, that allows him x amount of (autoattacks + ults) based on level.
  • Then there is the question of whether to make him tagetable. If he's on a charge system and locked in place, he can be untargetable imo. If he's allowed to shred freely, then enemies must be allowed to kill him faster, since he has good range on W and R which would provide free zone control.
Nòvá1 votes

I really like your ideas around a charge system and targetability. Definitely brings some other elements that could balance this concept.

A charge system would force the Kog'Maw player to make choices as to where this guaranteed damage is going rather than just shredding everyone that's still alive.

As for targetability, one possibility could even be that Kog'Maw is in an untargetable state for a set duration but can still be affected by crowd control. Initially, I made the assumption in my head that Kog'Maw would be untargetable similar to how his passive works now, but your idea to give him another health bar like Sion is also intriguing. If another health bar is in play, though, I don't think it would be fair to couple that with a charge system.

DerZermetzelte1 votes

I was merely throwing around ideas how to make this balanced. KogMaw is a high ranged high-damage champ, so just letting him do his business would be extremely toxic.

Out of the targetability or the charge system, the charge system would bring more novelty and would make at least more sense for Ap Kog, while still putting some limit on the autoattack focused builds. Although in hindsight, a handful of longranged basic attacks that can't miss are still pretty ugly to deal with. So the healthbar would give enemies options to counter that. It might however lead to scenarios where a Kog is kept "alive" in his passive just to clean up a teamfight, since he's still a high-priority teammate with tons of damage. In that case he would just get a second healthbar of sorts. If the healthbar option was to be implemented, it would have to come with a x0 multiplicator to healing received (including lifesteal and spellvamp) and decaying health.

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