Talk:Kog'Maw/@comment-1931585-20140203041210/@comment-8506165-20140304201349

"Along with Zyra, Kog'Maw has undoubtedly THE worst passive in the game."

Zilean's passive is pretty weak and entirely non-existent when his whole team has hit level 18. Draven effectively has no passive at full build.

Syndra's passive could easily be coded onto her abilities directly, like they did with Shyvana's old passive. Ditto Kennen. And Jayce. And Karma. You get the idea.

Renekton's passive just describes his fury mechanic - the only "effect" is that he gets slightly more when below 50% health.

Anivia, Aatrox and Zac theoretically have no passives if they never die, apparently a massive no-no in your book. Also, Karthus. Just... Karthus.

Sion's passive is chance-based and not that good past early game to boot.

VIktor's passive is commonly bemoaned (I actually like it, but a lot of people hate it, so hey, I'll mention it...) for obligatorily taking up an item slot and not working in the same manner as Rengar's Bonetooth Necklace as an optional buy.

...and so on, but I don't really think you can bemoan Koggy's passive too much when all of these could be considered better examples of "bad passive abilities" - even though most of them are actually considered decent, or at the very least the champions are considered fine despite their somewhat unimpressive passives. Particularly seeing as in a realistic game against players of equal skill level, you are going to die as Kog'Maw at some point.

As for all your other ideas... well, to put it quite frankly, no. Changing everything to "physical damage and AD scaling" isn't necessarily a good thing - one of Kog'Maw's strengths has always been hybrid scalings, and this is just a late-game damage buff for AD Kog that he frankly doesn't need. E being changed to your vision-granting skill is honestly just silly - why would I blow the closest thing I have to an escape skill to find out if the enemy is charging her Q in that brush, when at present I can just check it with R, which is quite reasonable in terms of mana if you don't spam it, whilst keeping my E in case I need to beat a retreat? Similarly, why would I want to waste that skill to guarantee an R hit when I can just aim R better in the first place?

And as other people have mentioned, such changes would just be the final nail in the coffin for AP Kog'Maw, which I feel is unnecessary seeing as it's not a toxic buildpath and people who like it should really still have that option. I also just dislike them for making Koggy into more of a homogenous "stack AD and armor pen" ADC rather than the rather unique niche he has at the moment where he has to balance decent physical damage on his AAs with capitalising on the %health magic damage on W.