if urgot is viewed as weak he should get usability buffs first

Big Lincoln··15 votes·14,040 views

things that make him smoother to play like removing Q cast lockout while purge is active, removing the self-stun after landing his E, things like that

his damage numbers are completely fine and I think his 'clunky' things are what holds him back, or what makes him SEEM weak to the average player. IF he is seen as weak later then you should tinker with this first

60 Comments

RiotRiotRepertoir26 votes

He's currently scheduled for a few tweaks next patch:

  • If you enter W with a target locked on, they'll stay locked on for the whole W.
  • E cast lockout following missed is being reduced by ~0.35 or something.
  • R duration 3 >>> 4
Big Lincoln4 votes

thanks a lot for the info, exactly the sort of stuff I was hoping for

the W changes especially because I've been noticing that Q and E seem to have different lock-on durations; keeping that person locked will help a ton

iahim981 votes

Really? I checked the wiki page and it says on his W that Urgot other abilities mark for 5 seconds, might be a bug. But I guess it won't matter anymore as he will stay locked on after the changes.

Spideraxe3 votes

Good shit Repertoir, it's super frustrating when W changes since lock on expires

iahim983 votes

Sorry if its a dumb question, but by next patch you mean the one currently on pbe 7.17 or the next one 7.18? I'm curios as I read on meddler post that this time it will be a 3 week gap between the patches.

RiotRiotRepertoir4 votes

The one on PBE right now.

Malza3 votes

{quoted}

He's currently scheduled for a few tweaks next patch:

  • If you enter W with a target locked on, they'll stay locked on for the whole W.
  • E cast lockout following missed is being reduced by ~0.35 or something.
  • R duration 3 >>> 4

Seems pretty good tbh, I think that'll do enough to make him viable in high elo.

Can you clarify more what the E change means?

Edit: Actually it's probably the huge delay on letting him AA or use anything.

RiotRiotRepertoir2 votes

Yes, that delay at the end of the dash.

Flemman1 votes

any though ont the E cast itself. With how short (and easy to escape) the spell is, the fact you stop during cast time make it feel really bad to use to close on a target. If the slow on Q was realiable it wouldn't be a problem, but the spell sufer the same problem of being really easy to dodge.

Those 2 mixed together make him unable to make play by himself. Is only way to do stuff is if the enemy make the mistake of being really, really close to him or is minion blocked (thing that, as time passed will happen less and less as poeple will know how to face him)

RiotRiotRepertoir4 votes

No current plans to change the E cast paradigm. I've been building Righteous Glory to try to overcome so of that weakness, which has felt at least somewhat effective.

Soraka is SO HOT2 votes

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Malza3 votes

[{quoted}](name=Yuki Kaji,realm=NA,application-id=3ErqAdtq,discussion-id=5hfsrONc,comment-id=00040004,timestamp=2017-08-14T04:22:25.645+0000)

None of this fixes his horrendous AD scaling on Q.

Nor does it address the fact that he may as well be an immobile minion with extra damage output when he presses W.

Old Urgot was so much more fun to play.

The only satisfying part of this new champions kit is his ultimate.

Also, this is probably the most ambiguous Red post I've seen.

He already does a ton of dmg, he doesn't need higher AD scaling. All AD scaling would do is buff the tanky build because with this kit building pure dmg items is very bad anyways.

Soraka is SO HOT1 votes

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LyingOnLine6 votes

blah blah whine whine

Praise2LordHelix8 votes

Have you played the old Urgot in the times before his rework? He would get outscaled by basically every other ranged champion in the game. If he missed his E, he would then proceed to get blasted by any champ with decent range. Even if he did get a lock-on, he would have less damage even with his E+Q by autos from a similarly farmed ADC. His matchups top are not bad early, but against smarter enemies they would simply just wait for ganks or their scaling and then engage & out-damage you at melee range. He was also HEAVILY gated by being forced to build Tear, yet not having damage to compensate, so his mid-game scaling was horrendous.

New Urgot's main damage comes from his shotgun knees. The Q is simply the method for you to slow and land an E onto enemies. The W is then used not for the damage, but to quickly rapid-fire you shotgun shells. You still dominate melee matchups. But it's not just "Land an E and spam Q." You play around your Q range and wait for the enemy to slip and fall in range for the E. They fall too low in health and you scare them with your ult. And it's amazing as hell to land that.

Shleep1 votes

Exactly! People want his q to be buffed because they think it's designed to poke the enemy down in lane. It's really just a set up for his e. If he had the ability to consistently poke from far range in lane, combined with the shield and burst initiation from his w, e and passive procs, he'd be busted.

MikeJ122O1 votes

Get Mana runes instead of getting the tear. Miss your E? Keep hitting Q, you should of killed them by like 3 of those. Outscale? Get runes that scale for attack damage. Mostly helps. New Urgot's damage is from passive now instead of his old Q. There's a delay in his ult and can be avoided, also by a tryndamere R or I believe Guardian angel cancels it too. Ult is mainly useful for tanks, not so much squishy champs.

Shíny5 votes

Would it be possible to have Urgot's W use combined damage numbers? It's hard to appreciate how much damage it does right now.

Hol Horse2 votes

Hey, can I suggest a change? Can you make some effect to the screen itself (Kind of like that Circular Red Burst and Sound Effect on Warwick's W) when you can pull an enemy? It's hard to tell sometimes whether I can pull someone in, or if they are 26%+ health, and attempting to pull may lose me the time to deal damage.

Praise2LordHelix7 votes

Do you think it's worth consider adding a more transparent visual indicator for when an enemy is below 25% & for the timer for the ult when it's impaled into the enemy? When I'm in lane by myself, it's pretty easy to see the indicator for the execute, but the timer for the ult is so hard to see when it's at the enemy's feet. It's not as clear as say a Braum passive proc because it's a very thin transparent circle that's usually covered by minions or terrain during laning or teamfights. In teamfights, the execute indicator is somewhat hard to see as well, but it's not too bad.

A huge improvement into making those ult opportunities more transparent could be having a permanent marker over the enemy's healthbar at the 25% mark to gauge potential trades (which might be too generous) or a mark over the enemy when they fall below 25% (something like 5-mark Darius passive or Garen villian mark). Having an overheard mark for the ult timer CD would be great as well, as it would be much more transparent to my teammates to try to finish the impaled enemy off. So many moments where if my team simply switched targets when I ulted someone, we would have instantly gotten a pick. But then again, I don't know the Riot team philosophy on making those elements visually transparent for executes (like Cho ult, Jhin shots), if at all.

TLDR; I love the Urgot rework because he has very clear strengths and weaknesses, with amazing high-points in his gameplay, but the ULT could be more visually transparent for both the player and teammates.

RiotRiotRepertoir13 votes

Yeah, I believe at one point we were planning to have a notch in the health bar for 25%, but it didn't quite make it in. Hopefully in the future though :)

PowerOfDrainAge4 votes

Can u probably consider disabling shotgun knees from firing on basic attacks to minions? Urgot feels so useless without his shotgun knees being up and, furthermore, u dont always wanna push the wave (u wanna freeze near ur turret instead). Knees will still fire on minions during W. It's a very important QoL change and, together with Q's slow explosion time, is what actually holds him back from being a viable pick. Still I dont value his slow Q explosion as so important.

BanditAries1 votes

The problem with this is that it gives no counter play to the lane opponent. Good Urgot players are able to only use on shotgun knee and farm within that cone, so I would recommend picking that ability up. Plus having the knees proc on minions gives Urgot players the ability to push faster/harass the lane opponent. I would not want to waste mana to push a wave use to use the shotgun knees on minions.

PowerOfDrainAge1 votes

Urgot doesnt offer much to a team anyway. Why should he not have a good laning phase at least? His abilities have so much counterplay, his passive shouldnt though.

Zeruel1 votes

{quoted}

Yeah, I believe at one point we were planning to have a notch in the health bar for 25%, but it didn't quite make it in. Hopefully in the future though :)

Please reconsider the notch in the health bar again. I have been playing a ton of Urgot and it has been bugging me since his launch. This is the exact thing I keep telling my friends they should add for Urgot. It would feel a whole lot better. I usually do not ever use the league board but for this change I just NEEDED to take the opportunity to speak out my feedback to you.

SturmPioniere1 votes

Considering pressing the R again while the impaled target is not below 25% just primes the suppress for as soon as they DO fall below it, it would be nice to have a mark over impaled targets for allies, but just have Urgot instantly fire the suppression the moment they fall below 25%.

This would remove a little control, but it shouldn't ever realistically be a feel-bad scenario for Urgot, and it removes the need to press R a second time after it connects the first time, and wondering if they did or didn't actually cross the threshold or what happened exactly.

I really don't think a notch in the healthbar would be needed, or any other kind of indicator they're below 25%, since it's a consistent portion of the healthbar (unlike Cho/Garen executes, and Darius doesn't get it because it would remove skill expression). But if a mark or notch were going to be put in, it should be much lower priority next to the first two changes I mentioned, I think.

Thoughts?

BurnTheSteak871 votes

Please take in consideration:

  • Urgot has an hard early game cause he's too much Item dependant.
  • The ult windup telegraphing and projectile speed makes it so much easy to dodge and hard to land on really close and long range. What about taking back the old Acid Hunter's mechanic and make the Drill locking on the "Locked-On" target ala old Acid Hunter?
  • Please consider the opportunity to make Urgot's Q like Vel'koz' W [2 casts, then start Cooldown (with rebalancing of damages and slow)], that could make it less tedious to wait for the Q to engage and eventually a nice tool to swap focus in teamfights.
  • ...
Praise2LordHelix1 votes

Which champs are you having a hard early game against? He definitely has a few champs he struggles, but against most other he can either farm safely or straight-up win.

The Ult is an execute ability, it should have some degree of counterplay (which is, uh, dodging). The speed is pretty damn fast along with the hilarious range. It's very much a learning experience to expect opponents to flash in fear of getting hit and predicting the enemy movement. It's akin to hitting a Lee-Sin Q, but with a greater award (and as such, a much longer cooldown if you miss).

BurnTheSteak871 votes

It's clear as the sun, it needs boots for the MS, Health for the Shield, CDR for its long cooldowns, another item for addictional MS, eventually lethality to do decent damage, Sterakks to survive... It's too much item dependant and most items active/passive abilities are a "must take" to make it work smoothly, when for example many characters are good on their own and only made better by stats scaling and said items active/passives.

Most platinum+ players have enough experience to totally predict and take advantage of the long delay from Urgot's Ult, which results really often into a wasted opportunity to win the lane or do your job. I'm totally in favor of counterplay, but this is ridicle. Also in teamfights, the Delay makes it really hard to land it properly on the target, when people are costantly moving and other 4 meat shields can simply step in the trajectory or dodge away.

That's why I suggested to bring back the old Acid Hunter mechanic, if you successfully lock on a target in a teamfight, you should be still able to lock it with your skills like the old Urgot did.

Didn't mention QSS, dispels or Immunity to CC (Gangplank, Kled, Morgana, Olaf, Sion, Alistar, Kled), Invulnerabilities (Tryndamere, Kayle, Zilean, Guardian Angel), Untargetable phase (Master Yi, Kalista, Kled), Heals, Shields on a 26% Hp target, not having the clearest idea of what 25% hp are on the enemy bar (Lulu also), Shields Mechanics blocking it (Braum, Yasuo), Clones blocking it (Wukong, Shaco)... There's so much active and passive counterplay that makes it an hell to land and a so much circumstancial spell.

Since the biggest utility Urgot brings is this Ranged Execute, being not able to pull it out makes Urgot a less efficent choice. I could as well pick a Zed or a random assassin/fighter and do the job with a click-target ability.

I've played it more than 50 games both ranked at Gold/Plat level and normals. My mechanics aren't perfect, I'm not a proplayer, but I think I've enough experience with Urgot's kit to understand its pro and cons with no problems.

Spoofghoul1 votes

that sounds great, especially the W and E changes, those will help a lot

as a sion main i had zero issues with urgot's clunky kit

he is very timing & positioning sensitive due to them like sion, it does raise his skillfloor and cap by a large amount, people just are not used to playing champions like that.

For anyone reading this, stop building frozen mallet, it's a bit of a noobtrap, it's not a bad item necessarily but it won't help much either. even with the item walking around your enemy during purge is near impossible unless you land your Q. you need to position yourself properly first before you can move around them even with mallet that is going to be very difficult. And there are better items available.

It's better to have a team that can support urgot in doing maximum damage through hard cc & zoning

And this is where i see the biggest issue with urgot, he might be too reliable on his team for fully utilizing his damage potential. The problem stems from the fact that he can often only play in 2 positions, jungle & top which also happen to be the positions that you would normally see tanks/fighters with good durability and hard cc. And you kind of want those alongside urgot to help him wade through the enemy team by initiating and locking people down.

Praise2LordHelix1 votes

Part of playing Urgot successfully though is landing that Q and then landing your E (or otherwise landing just your E if they come into range). Because it's not so much that you literally try to walk around them to get your maximum knee circumference off, but to flip them straight into your back shotguns (which are usually unused in lane), and then proceeding to walk around them from point-blank for the rest of your shotguns.

I don't think Frozen Mallet is a bad item at all, I think it's actually a much better item to go first item then Black Cleaver. Jaurim's Fist is such an efficient component item on Urgot, and the +250 health on Frozen Mallet vs Cleaver makes you considerably tankier than getting Black Cleaver. Even though you lose out on the CDR, I haven't had situations where I regret not going Cleaver, because the damage I still have with Mallet is enough to still have kill pressure in lane. And the slow is really nice in sticking to your enemies.

Urgot really benefits from having engage or pick champions on his team, because all he really needs is to get on to the enemy team. An enemy team comp with range and disengage is the worst for Urgot and really limits his power. I would say he's more reliant on the enemy team comp than his own team. He is probably one of the most threatening counter-engage champions in the game, with his E to flip engage away from your backline and his ult as a tank killer.

Big Lincoln1 votes

sorry to bother hehe but hhave you seen this https://boards.na.leagueoflegends.com/en/c/gameplay-balance/cmWoBu52-riot-can-you-do-to-illaoi-w-what-you-did-for-vis-e

do you think we could see this or somethin like it for my babe? xd

Akalix1 votes

Will you make any change or any future ideas on his Q?(Examples : Area of damage, range casting, damage dealt, adding charges to his Q, detonating delay)

Thanks

Dyex1 votes

{quoted}

He's currently scheduled for a few tweaks next patch:

  • If you enter W with a target locked on, they'll stay locked on for the whole W.
  • E cast lockout following missed is being reduced by ~0.35 or something.
  • R duration 3 >>> 4

Great! Is it possible to code E so if you quickly press E,W in the wine-up animation, it will cancel the rapid fire out of the dash of W but keep the shield raised? I do this so Urgot can gap close long ranged ADC give polite shotgun to the face then walk back. But as it set up now it's a mess of spamming E,W,W,W,W,W... to stop the rapid fire on minions and getting the "slow" effect. The 0.5 wait for recast W to cancel feels very clunky as it is.

Urgotten1 votes

Thank you Riot Repertoir I am glad to hear that Urgot is getting some tweak

Floppemannen1 votes

These are some really good changes, but other than these things I think that Urgot is in a pretty good position. People are suggesting that his Q shouldn't have a cast time, but I don't think that makes much of a difference. The only other thing I would want on Urgot is a better indicator when you are able to kill someone with your ult. It's somewhat tilting seing someone that really thought had low enough HP to die from your ult making it out because they where at 26% or something like that. But yea, a better indicator would make a big difference in my opinion.

1011001110004 votes

At the very least he should be able to cast Q while moving. I don't understand why a walking fortress has to stand still to shoot a cannon.

LyingOnLine3 votes

Because, surprise surprise, champions with cast animations have to stop moving to cast them. It's a rare champion who gets skip that, and those who do have limits on it (Vel'Koz is the only champ I can remember who actually has a spell that can freely be cast while moving)

1011001110005 votes

It's not rare. I can list at least 10 champions that don't have to stop to cast some of their abilities, excluding all shielding abilities.

Hecarim : Q - W - E Janna : Q Kayle : W - R Nocturne : W - E - R (First Cast) Orianna : Q - W Sona : Q - E Syndra : Q - W - E Zed : E Viktor : E Jax : W - E - R

I can continue. This list excludes explicit animation cancelling like Riven

The concept is more common than you give it credit for, and it's not an unreasonable demand. Urgot 's Q is a very difficult spell to land considering it already has a built-in 0.3 second delay and a very small radius in which to actually deal damage.

DJMason882 votes

You do have to stop and cast Syndra's e, but the cast animation is super short so it looks like she doesn't stop.

Sujiren3 votes

Well to be fair they gave him those animations to provide some meaningful counterplay to him, because laning in the top lane vs an Urgot is very one sided for melees.I played him in top lane enough to say that his only bad melee match ups is Yasuo and Jax, and Jax match up is still probably winnable if you bait his e.

Big Lincoln3 votes

haven't had trouble yet and I don't play champs with mobility

Colonel J2 votes

Even old Urgot (better Urgot) had weird things like Q self-stunning you for 0.10 seconds or something.

LyingOnLine2 votes

They're called fucking cast animations, goddammit. Just as AAs have animations and take time while locking the character in place, so do most spells.

Colonel J1 votes

Some cast animations are faster than others.

When you need to stop many times repeatedly in a fight it adds up and just feels clunky.

warpenguin5551 votes

I think his W could use a small damage increase actually

Praise2LordHelix3 votes

Your damage is loaded mainly on your passive AKA shotgun knees. The W is more of a utility spell to get it to rapid-fire. The legs you use to farm (and choosing the angles to auto from) and the ones you use to save for trade are necessary to manage to prepare for your trades. It feels pretty weak to use it as is, but it's not supposed to be your primary damage, it's to unlock the damage on his knees.

Son of Ur1 votes

This ^

Misticaltom1 votes

I'm on the same train of thought.

The fact that Urgot can't W if he is rooted, or how if Urgot uses his E on a target with CC Immunity he stuns himself (Banshee's, Malzahar, Olaf's R, Morgana's shield)

And how i can't manage to stay locked onto things.......HOWEVER, still love this reworked champerino. Got me Master 7 already.

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