InfoUpcoming Kog'Maw Changes

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Upcoming Kog'Maw Changes
"Kog’Maw has some significant changes coming in patch 6.19 that we wanted to give some extra context on.

When we set out to update Kog last preseason, it was with the intent of doubling down on his already unique and well-supported identity of being the Marksman you could rely on to deal most of your team’s damage as long as you protect and enhance him - reinforcing the notion of ‘protect the Kog’ as a team strategy. By breaking the usual rules of attack speed, we amplified his damage even further while making him functionally less mobile in combat because he can’t move much between shots.

Unfortunately, that direction hasn’t proven successful. His unique attack speed interactions undercut the core identity that we intended to reinforce. The items and masteries that scale best with his new direction provide early- and mid-game power rather than late-game power, warping his power curve. More importantly, the ability to move in between attacks is essential for him to serve as most of his team’s damage output. He needs to be able to keep up with a moving teamfight, or else his opponents simply avoid his range and his allies can’t rely on his damage output as the primary or potentially only major damage dealer on a team.

Given that prior to the update, Kog’Maw was a unique and sustainable design that represented a strong long-term direction for the champion, we are partially reverting his update.

Specifically, his W will no longer break the attack speed cap, apply only half damage from AD, or increase attack speed gained from items, and we’ll be looking at tweaks to his other basic spells to support that direction. We are not reverting changes to his ultimate, however.

One point on other champion updates: we are reverting Kog’Maw because we believe that his pre-update state was a successful kit which hit our goals for champions in general and for Kog in particular, not simply because the update didn’t achieve its goals. We have no current plans to revert any other updates, as there aren’t other similar cases where reversion would bring us to a long-term direction."

- Riot Axes
NERF W!
So fucking op
Just leave him as he is now. Make it when he W's +50 extra range to the old range it gave.
New effect: Kog'Maw roots himself once W is enabled for the duration.
That's how a machine gun works, right?
Meddler added:

"Quote:
So the only way an update will be reverted is if it's unhealthy? That's a shame, I could think of another champ who could do with having their update reverted (Karma)
The big factor in reverting Kog was that he was in a pretty healthy, pretty unique state before hand. We thought we could improve that further. That didn't work out, so we're going back to things that have been demonstrated to work appropriately.
There are certainly other updates that haven't hit the mark as hoped, Morde in particular. The difference there though is that old Morde also had a bunch of issues, some of which the update did improve even if it added some others."
Meddler continued:
"Quote:
Except the goals are partially to make him more unique, which the changes did achieve.
More unique in some respects (able to break the attack speed cap and rewarded for standing still as a marksman), less unique in other respects (no longer a champion that supports really distinct focused team comps to the same degree).
Having said that game health's a really major issue here too. Unique but not balanceable's not an appropriate cost to pay."
As for what lead them to originally do the Kog'Maw changes in the marksman update, Meddler noted:
"Overlap with a few other champs (Jinx and Vayne especially) was what drove us to try the 5.0 AS direction for Kog, hoping to get some more distinction. Unfortunately that both failed to create the sort of distinction we were after and created other issues. There's still a bit much overlap there, that's a significantly lower cost than what we're currently paying with the state of Kog's kit though, hence the revert."
When asked if breaking the attack speed cap might ever return as a mechanic, Meddler noted:
"I could see it coming back under very specific circumstances (e.g. super windowed), would be very surprised if we wanted to bring it back in a way that was available as much as it has been on Kog though. Balance costs of that are extremely high, constraining both balance of the champion in question and to some degree items, masteries, other kits etc."
As for a few more specifics on what they plan to tinker with, Riot Axes explained:
"Quote:
I completely agree with the Kog'maw changes, but also have mixed feelings about it. Having that 5.0 attack speed fantasy there was so fun to toy around with and was just so unique for the game. However, since soooooooo much power is getting removed from his W, where is that power going to come back?
Some of it is actually going back on the W. He's likely also getting his passive attack speed per rank back on Q.
If that's not enough, we'll of course be looking for buffs. Intention here is definitely not to 'dumpster' him or otherwise kill the champion; we're doing this because we are happy to support that version of the champion.
Also, may we see another champion or rework in the future with the doubled attack speed cap? Could be really interesting to see on Urgot, especially since I see him as a biomecha- long range artillery thing.
I wouldn't completely rule it out, but any champion that's going to implement that again has some major challenges to deal with and it's pretty unlikely, at least anytime soon."
Riot Axes added:
"Quote:
The only thing you seem confident on in your original post is that the new ultimate is better than the old one.
Any reason why that is? I almost never see Kog'maw actually use his ult now a days. And I think the change was what took him out of mid lane to begin with.
Two reasons.
First, for the basic attack-oriented builds, the new ult fits better once he's attack sufficiently slowly to weave spells. Execution damage in the cleanup phase of a fight dovetails nicely with the notion of a champion who you might consider making your team's main - almost only - source of damage, and adds some skill expression/mastery to the pattern, particularly when factoring in that it's also one of his best ways to trigger Trinity Force and has ramping mana costs associated.
Second, because artillery Kog frankly doesn't meet our standards for game health, and never really did. Artillery champions are some of the most potentially painful playing against experiences in LoL, and their kits need to be carefully handled. AP Kog was a very powerful artillery champ, but also a pretty unhealthy one."
Riot Axes continued:
"Quote:
Will there ever be a point where you might look at Kog again for rework type things (other than Visual Updates to him or his abilities)
It's possible. Old Kog certainly had problems. I could see us taking another stab at fixing some of them at some point.
The commitment we're making here is that this champion is generally good for the game, not that he's perfect and will never be touched again or anything of the sort."
Why do I feel his passive's like his secret weapon, lol.
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