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So kogmaw = more effective in team fights and less effective taking on 1 or 2 in a gank..with perma slow for a easy kill..
More range for w sounds pretty nasty as well..
Wouldn't really like those changes... random passive makes his passive not fun at all anymore just a coin flip
And the range and the mresist ignore sounds like 50% more broken
wait so if Im correct.. you get BAB to 10% and hit them 10 hits, they die.. (not considering their life steal or anything).. it's basically true damage for 10% of their health each time. Sounds pretty broken if you have someone cc their team down for you
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On September 29 2010 13:56 BraveGhost wrote: So kogmaw = more effective in team fights and less effective taking on 1 or 2 in a gank..with perma slow for a easy kill..
More range for w sounds pretty nasty as well..
Wouldn't really like those changes... random passive makes his passive not fun at all anymore just a coin flip
And the range and the mresist ignore sounds like 50% more broken
wait so if Im correct.. you get BAB to 10% and hit them 10 hits, they die.. (not considering their life steal or anything).. it's basically true damage for 10% of their health each time. Sounds pretty broken if you have someone cc their team down for you
To get BaB to 10% a hit requires an obscene amount of AP(if they don't take it back to no scaling).
Also he can't permaslow you anymore, because BaB won't proc on-hit effects, so he would have to choose between being able to slow(and proc bloodrazor), and get into 450 range; but when he gets into 450 range to slow that's all he can do because his damage will be terrible. And then when he pops BaB you can cleanse the slow(or wait the 1 second) and then rune because he can't toggle it of to reapply.
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On September 29 2010 14:09 red_ wrote:Show nested quote +On September 29 2010 13:56 BraveGhost wrote: So kogmaw = more effective in team fights and less effective taking on 1 or 2 in a gank..with perma slow for a easy kill..
More range for w sounds pretty nasty as well..
Wouldn't really like those changes... random passive makes his passive not fun at all anymore just a coin flip
And the range and the mresist ignore sounds like 50% more broken
wait so if Im correct.. you get BAB to 10% and hit them 10 hits, they die.. (not considering their life steal or anything).. it's basically true damage for 10% of their health each time. Sounds pretty broken if you have someone cc their team down for you To get BaB to 10% a hit requires an obscene amount of AP(if they don't take it back to no scaling). Also he can't permaslow you anymore, because BaB won't proc on-hit effects, so he would have to choose between being able to slow(and proc bloodrazor), or get into 450 range. But when he gets into 450 range to slow that's all he can do because his damage will be terrible. And then when he pops BaB you can cleanse the slow(or wait the 1 second) and then rune because he can't toggle it of to reapply.
uh, iirc, lvl 5 bab starts at 6% and you get +2% with just 1 zhonyas, so its not really THAT hard to get enough ap to do it
edit: naturally this is assuming they keep the scaling, which they probably wouldnt (or they'd increase it) so as to not make it silly
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On September 29 2010 14:12 barbsq wrote:Show nested quote +On September 29 2010 14:09 red_ wrote:On September 29 2010 13:56 BraveGhost wrote: So kogmaw = more effective in team fights and less effective taking on 1 or 2 in a gank..with perma slow for a easy kill..
More range for w sounds pretty nasty as well..
Wouldn't really like those changes... random passive makes his passive not fun at all anymore just a coin flip
And the range and the mresist ignore sounds like 50% more broken
wait so if Im correct.. you get BAB to 10% and hit them 10 hits, they die.. (not considering their life steal or anything).. it's basically true damage for 10% of their health each time. Sounds pretty broken if you have someone cc their team down for you To get BaB to 10% a hit requires an obscene amount of AP(if they don't take it back to no scaling). Also he can't permaslow you anymore, because BaB won't proc on-hit effects, so he would have to choose between being able to slow(and proc bloodrazor), or get into 450 range. But when he gets into 450 range to slow that's all he can do because his damage will be terrible. And then when he pops BaB you can cleanse the slow(or wait the 1 second) and then rune because he can't toggle it of to reapply. uh, iirc, lvl 5 bab starts at 6% and you get +2% with just 1 zhonyas, so its not really THAT hard to get enough ap to do it edit: naturally this is assuming they keep the scaling, which they probably wouldnt (or they'd increase it) so as to not make it silly
It's .01% per AP, so that's 100 AP for 1%, 400 AP kog to get 10% BaB, that's quite a lot of AP, AP that you don't get going aspd to make those 10 attacks happen in a timely fashion, especially when it won't proc red buff or mallet.
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So hard playing normal queue seriously x_X
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On September 29 2010 14:24 red_ wrote:Show nested quote +On September 29 2010 14:12 barbsq wrote:On September 29 2010 14:09 red_ wrote:On September 29 2010 13:56 BraveGhost wrote: So kogmaw = more effective in team fights and less effective taking on 1 or 2 in a gank..with perma slow for a easy kill..
More range for w sounds pretty nasty as well..
Wouldn't really like those changes... random passive makes his passive not fun at all anymore just a coin flip
And the range and the mresist ignore sounds like 50% more broken
wait so if Im correct.. you get BAB to 10% and hit them 10 hits, they die.. (not considering their life steal or anything).. it's basically true damage for 10% of their health each time. Sounds pretty broken if you have someone cc their team down for you To get BaB to 10% a hit requires an obscene amount of AP(if they don't take it back to no scaling). Also he can't permaslow you anymore, because BaB won't proc on-hit effects, so he would have to choose between being able to slow(and proc bloodrazor), or get into 450 range. But when he gets into 450 range to slow that's all he can do because his damage will be terrible. And then when he pops BaB you can cleanse the slow(or wait the 1 second) and then rune because he can't toggle it of to reapply. uh, iirc, lvl 5 bab starts at 6% and you get +2% with just 1 zhonyas, so its not really THAT hard to get enough ap to do it edit: naturally this is assuming they keep the scaling, which they probably wouldnt (or they'd increase it) so as to not make it silly It's .01% per AP, so that's 100 AP for 1%, 400 AP kog to get 10% BaB, that's quite a lot of AP, AP that you don't get going aspd to make those 10 attacks happen in a timely fashion, especially when it won't proc red buff or mallet.
hmm, u sure? kus i coulda swore i asked some1 the same thing, went into a game, got a zhonyas and lo an behold i got +2%, even tho i didnt have 200 ap...
mybe im just crazy
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On September 29 2010 14:25 Southlight wrote: So hard impossible playing normal queue seriously x_X
Fixed that for you.
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Marshall Islands3404 Posts
finally got dropped in a high elo game, everyone was 1700-1800 cept me and some other dude, carried with malz mid :D when i saw grandjudge on the other team playing garen i almost shit my pants, they had the gay taric/garen lane combo but me and warwick had the double suppression gayness. that combo is seriously strong.
redtooth's bud allisterAP was our capt, good sona! this game is so much more fun when everyone is competent.
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I also learned my positioning is so engrained as a caster now :'(
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On September 29 2010 14:09 red_ wrote:Show nested quote +On September 29 2010 13:56 BraveGhost wrote: So kogmaw = more effective in team fights and less effective taking on 1 or 2 in a gank..with perma slow for a easy kill..
More range for w sounds pretty nasty as well..
Wouldn't really like those changes... random passive makes his passive not fun at all anymore just a coin flip
And the range and the mresist ignore sounds like 50% more broken
wait so if Im correct.. you get BAB to 10% and hit them 10 hits, they die.. (not considering their life steal or anything).. it's basically true damage for 10% of their health each time. Sounds pretty broken if you have someone cc their team down for you To get BaB to 10% a hit requires an obscene amount of AP(if they don't take it back to no scaling). Also he can't permaslow you anymore, because BaB won't proc on-hit effects, so he would have to choose between being able to slow(and proc bloodrazor), and get into 450 range; but when he gets into 450 range to slow that's all he can do because his damage will be terrible. And then when he pops BaB you can cleanse the slow(or wait the 1 second) and then rune because he can't toggle it of to reapply.
sorry I worded it wrong, i meant were getting a much more effective BAB for team fights when you have team mates with cc, and in exchange were giving up our chance to perma slow with red in a gank/1v1, 2v2 situation
also, the ap scaling on BAB isn't bad at all, it's 50 ap for 1% if I remember correctly, that's only 200 ap for 4%.. also, 10% isn't the magic # cuase your doing base ad damage + whatever else on each hit
edit: even if it is 200 ap for 2%.. when your completely ignoring magic resist.. does it really matter.. ap probably not way to go, probably something like attack speed item then tank items
Im done talking bout this theoretical kog maw, I doubt these are gonna be anything like the changes that are implemented, Im sure they'll probably just hard nerf him or make his w into something to help the spam R play style
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On September 29 2010 13:13 shawster wrote:Show nested quote +On September 29 2010 13:10 Flakes wrote: Shawz attempting to play twitch and not telling anyone he's streaming???? Here's the link
i'm popular  livestream.com/shawz
cmon guys watch otta break 20 viewers
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United States2822 Posts
shawster, fix your tags man.
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On September 29 2010 14:34 shawster wrote:cmon guys watch gotta break 20 viewers
experiencing technical difficulties.. please come back later
=/
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come on guys lets break 20 viewers, playing 1 last game
lets do this 
20!!!!!
21 - 1 (that's me) SO IT"S 20 YESS
DO THE DAANCEE
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On September 29 2010 14:34 BraveGhost wrote:Show nested quote +On September 29 2010 14:09 red_ wrote:On September 29 2010 13:56 BraveGhost wrote: So kogmaw = more effective in team fights and less effective taking on 1 or 2 in a gank..with perma slow for a easy kill..
More range for w sounds pretty nasty as well..
Wouldn't really like those changes... random passive makes his passive not fun at all anymore just a coin flip
And the range and the mresist ignore sounds like 50% more broken
wait so if Im correct.. you get BAB to 10% and hit them 10 hits, they die.. (not considering their life steal or anything).. it's basically true damage for 10% of their health each time. Sounds pretty broken if you have someone cc their team down for you To get BaB to 10% a hit requires an obscene amount of AP(if they don't take it back to no scaling). Also he can't permaslow you anymore, because BaB won't proc on-hit effects, so he would have to choose between being able to slow(and proc bloodrazor), and get into 450 range; but when he gets into 450 range to slow that's all he can do because his damage will be terrible. And then when he pops BaB you can cleanse the slow(or wait the 1 second) and then rune because he can't toggle it of to reapply. sorry I worded it wrong, i meant were getting a much more effective BAB for team fights when you have team mates with cc, and in exchange were giving up our chance to perma slow with red in a gank/1v1, 2v2 situation also, the ap scaling on BAB isn't bad at all, it's 50 ap for 1% if I remember correctly, that's only 200 ap for 4%.. also, 10% isn't the magic # cuase your doing base ad damage + whatever else on each hit edit: even if it is 200 ap for 2%.. when your completely ignoring magic resist.. does it really matter.. ap probably not way to go, probably something like attack speed item then tank items Im done talking bout this theoretical kog maw, I doubt these are gonna be anything like the changes that are implemented, Im sure they'll probably just hard nerf him or make his w into something to help the spam R play style
Passive from Q. ASPD Rune Page. Nashor's Tooth. AP Items. 10% of their life in true damage a hit.
Need to slow them? buy Rylai's and click R and E, or use the nuke from Q too. If those changes go live he will be even more OP then he is now (and he isn't even OP, just a pub-stomper)
And for the record, the current scaling is 1% per 100AP, the reason people see an extra 1% at 50 AP is because the number rounds up like almost everything else in this game. If you actually calculated your damage you would be doing 6.5% instead of 7%
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if this change happens you no longer see kog get phage/mallet, he's even easier to kill, ggnore, i like it
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what? that's a terrible change. ignores magic resist is re-fucking-tarded. true damage can blow me, that shit is 100% unfun, and the funniest thing is that technically speaking the best counter is HP, but that change is effectively creating a spell that does true damage at % of your HP which means... absolutely no counter to it. Which is stupid design. really really stupid design.
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yeah that's why I don't think it will be implemented.. also, the change would make kog more tanky, not less.. yeah no mallet, but also no need to spend 3800 on bloodrazor, can start with something much simpler...
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This game certainly has its merits, although I wish the graphics were less cartoony; but then that caters to a larger pool of gamers.
+ Show Spoiler +I can't believe this thread has gained so many pages so quickly. + Show Spoiler + ze! Go HoN
I hope no mods plays LoL
D=
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