User blog comment:Alien Paranoid/Cho'Gath: Champion rework/@comment-3391671-20161107021413/@comment-3391671-20161116085154

I apologize for the delay in response, even though I said I would offer my comments after you give a reply, which you did.

I agree with you that Cho'Gath suits much better in the Tank category, especially with his theme of being an indomitable void monster that eats up his enemies. But I will have to disagree that he shouldn't be a Warden. As much his current kit offers him a lot of CC, thematically I find him more suited to being a Vanguard, since he's supposed to be a menace. There are times where champions may not match up to their lore (isn't supposed to be a bottomless pit, not a spit-cannon?), but Cho'Gath should play well into his theme; making him a warden would veer him away from that. This would lead me to think that he works as a Juggernaut (a Fighter, henceforth), since I agree with Kaiser that Cho'Gath has the imaage of being semi-immobile.

P: I agree, the current is terribly boring, and how no intuitive impact on the game. Scaling values may modernize Cho'Gath a bit, but that could run into the passives of other champions such as. But... Q: I like where you get the inspiration, but I do not know if this is the right direction to take Cho'Gath. To correct, he did not erupt from the ground, but from that dog-pile of soldiers. He doesn't charge at all at the tower, instead clawing at it with those large lanky arms. Coinciding with my thoughts of Cho'Gath being an immobile monster, I believe it's better to leave the capability of charging into enemy lines up to other menaces such as or. W: To be blunt, I do not dig the (as I would think a scream would be less effective on a champion with more health), neither do I like the divide between being  or  that parallels to 's ult. E: There is a difference between depth and complexity. They tend to be on the same page, but I believe this simply over-complicates his kit. R: To be gated by two different cooldowns... I have mixed feelings about your changes to Feast.
 * His damage should not scale off the enemy's (which makes him less a Warden and more a Vanguard), since a monster like him should eat more based on how much his jaw can eat.
 * One thought would be to make the damage flat and scaling (5, 10, 15, 20, etc), but once he gets his, an additional will be enhanced for each stack of the Ult. This would reflect his carnivorous nature while making it more interactive with his playstyle, which hopefully makes him a proficient off-tank.
 * There should be more initiative to make him an actual "carnivore." The more he basic attacks, this ability's cooldown should be reduced. If he does kill a target with the enhanced basic attack, the heal should double to 100% effectiveness.
 * Let's not forget, self-CCs are alright, but having it be that Cho'Gath will be CCed regardless of how he uses this Q you devise is not something I would like out of it. Champions such as may be the exceptions... but that was implemented for good reason.
 * I believe, as much as Feral Scream is not in the healthiest position, that this ability doesn't need to be touched up much. I don't know what would help make it better, but your change doesn't accomplish it.
 * To top it, have you considered what is iconic of his kit, and what is not? E works fine, but you make Rupture something less controllable, and also harder to counter (this plus Feral Scream... no pls).
 * Just like 's toggleable ability, there is a reason for the toggleability of . There is more strategy for Warwick, since you can trick the opponent into thinking you are not around anymore, yet for Cho'Gath, it's sadly not as complex since it helps him avoid being attacked by an enemy tower when under it.
 * Rupture is also iconic to Cho'Gath. As unhealthy as it is spammy, moving it around the kit does not make it healthier. The current issue with it is that for low level players, it seems to be the one ability they have to use in order to survive, while becoming rather powerful later on for skilled players. It feels weird that stomping the ground brings out spikes, but something else can be done to circumvent this issue of the ability.
 * Same reasoning as Carnivore, I don't think Cho'Gath should deal damage based off the enemy's health, but by something else. He should be able to gobble up smaller (As in enemies with a smaller health pool) than larger enemies. Cho'Gath could even receive the treatment: small enough enemies, if killed by the ult, will disappear than leave behind a body.
 * The Stacks of Feast makes sense to Cho'Gath, since he should be somewhat snowballing with it, yet not enough that a full stack makes him unstoppable. As of now, that's how his ult does, although I believe it should scale off his . If you don't want Cho'Gath to become too powerful with the stacks by simply eating minions, make a max cap to what stack he can receive stacks by doing so (probably 4, increasing max stack to 8 and reducing each stack effectiveness by an appropriate amount).
 * Why the mana refund and cooldown reduction? That inherently gives more power to Feast than it needs as of now.

To sum up, the direction you've taken for Cho'Gath is not admirable, since you take a direction that (to me) moves away from his theme of being a void beast. He shouldn't do as you described, but ADCs should be scared of him. He's no terror if you reduce his damage also. IF you have any questions of my thoughts, let me know.