Talk:Kog'Maw/@comment-25532677-20160910070211/@comment-26203093-20160910223848

Immobile traded for being a machine gun. Some people like firing fast. And the penalty may be bad for the champion specifically but it's a puzzle piece for figuring out the comp to make it work when the power and penalty are at such extremes.

The bigger issue for me is why his kit is split between being an auto attacking hard carry, and siege mage. One that isn't as good at that anymore after they nerfed the ult initial damage and AP scaling.

& on armour shredding mixed damage yadayada - vayne functions the same when you can't defend against % max health true damage. She's just mechanically more interesting with repositioning abilities and an ability that capitalizes on doing that right, and an ult that super charges that.

Kog'maw has a W that let's him attack fast at higher range and deal more damage.

That's basically the end of that kit synergy.

And then a Q and a E that is long range and an ult that is super long range. the fact that Q shreds armour doesn't change how you use it. You use it to deal more damage. E slow isn't that strong, but it helps you get some extra spells and abilities in. combined with the range, it gives you a better margin to land your ult.

The execute on his R is actually the most interesting thing. The funnest situations are when you're given enough margin of error to find those who are low health and mid fight try to snipe them off, not limited by cooldown, but instead mana, so you can try to execute as many people at once as you want so long as you have your ability to predict honed. But you rarely have that luxury as both an ADC and auto attacker, since that means pressure's on you almost all the time.

So what I find to be the most interesting parts about him are gimped by his most effective ones.