Will Urgot be getting any buffs or QoL changes?

Bouncemaster Zac··1 votes·209 views

He's sitting on a 46-47% wr, even after the popularity boost from being reworked has worn off and his playrate has gone back down. He's so clunky and unreliable because every part of his kit has an animation that locks him out from using every other part of his kit.

The combined cast time plus delay on his Q make it incredibly difficult to hit, and the payoff is basically 0. His W is his bread and butter... but is literally self-detrimental if you don't land one of your insanely unreliable lock-on spells, and using either of them while W is running causes it to just stop shooting for the full length of the other animation. E has both startup and ending lag, making it insanely easy to dodge, and easy to punish after being dodged. All while covering only about 200 units of distance. His R is probably the easiest skillshot in the game to dodge because again, long, obvious start-up animation and narrow projectile.

His kit is cool and imo fun, but it's so self-defeating that it feels less like having a unified kit with 4 spells and more like four separate one-spell kits that aren't meant to be used together.

10 Comments

Oleandervine1 votes

I think his R is perfect. It should be easy to dodge because it's a guaranteed execute if you hit someone below 25% HP. Note, that's percent, so it could be Zac with 1000/4000 HP left or Soraka with 200/800 HP left, it murders regardless of actual numbers or resistance/armor values.

Bouncemaster Zac1 votes

{quoted}

I think his R is perfect. It should be easy to dodge because it's a guaranteed execute if you hit someone below 25% HP. Note, that's percent, so it could be Zac with 1000/4000 HP left or Soraka with 200/800 HP left, it murders regardless of actual numbers or resistance/armor values.

Except there are plenty of better execute that are also more reliable.

Oleandervine1 votes

Are there? Most characters I know with executes don't operate on a %HP threshold for complete and unavoidable death. The other execute mechanics in the game deal more damage based on missing HP, but none of them are just "kill someone with 25% or less HP," regardless of their actual HP number or their resistance/armor. Anyone against Veigar or Garen, as examples, can survive if they're shielded, healed, etc. But against Urgot, none of that will save you if you're already being ripped into his loving embrace.

Bouncemaster Zac1 votes

{quoted}

Are there? Most characters I know with executes don't operate on a %HP threshold for complete and unavoidable death. The other execute mechanics in the game deal more damage based on missing HP, but none of them are just "kill someone with 25% or less HP," regardless of their actual HP number or their resistance/armor. Anyone against Veigar or Garen, as examples, can survive if they're shielded, healed, etc. But against Urgot, none of that will save you if you're already being ripped into his loving embrace.

That would be true, but evidently the reel-in is coded as a cc effect and self-applied cleanses break you free of it. Not only that, but immortality and revival effects still apply. It's supposed to be "complete and unavoidable death" but it really, really isn't. And that's why it's a bad ult. Unreliable projectile followed by an unreliable execute.

Oleandervine1 votes

Yes, but immortality and revival apply to all executes. Sure, cleanses can break it, but they are limited to Tryndamere and QSS. The ability to evade death on other executes is a lot higher, as shields and heals can influence them, as well as immunity and revival. Urgot's ult isn't bad, it takes skill to use. It doesn't need anything to change on it. You simply need to practice your skill shots and you'll see.

Bouncemaster Zac1 votes

{quoted}

Yes, but immortality and revival apply to all executes. Sure, cleanses can break it, but they are limited to Tryndamere and QSS. The ability to evade death on other executes is a lot higher, as shields and heals can influence them, as well as immunity and revival. Urgot's ult isn't bad, it takes skill to use. It doesn't need anything to change on it. You simply need to practice your skill shots and you'll see.

Heals and shields do affect it. They have to get down to 25% hp within the 3-second timer. Anything that keeps them above that threshold is valid against the execute. The number of times you'll successfully execute someone who wasn't already below the threshold when the bolt hit is basically nil, and again, that's assuming they don't just juke the incredibly telegraphed skillshot. This isn't an issue with my skill as a player, it's an issue with the ult having too little payoff for how unreasonably hard it is to utilize.

Oleandervine1 votes

A shield doesn't change your HP. It adds a shield. You are still at 25% HP regardless of how big your shield is.

Bouncemaster Zac1 votes

{quoted}

A shield doesn't change your HP. It adds a shield. You are still at 25% HP regardless of how big your shield is.

A shield can stop you from being put down to 25% hp.

Zane Zephyr1 votes

Actually, yes, he has a few buffs coming in the next patch:

Urgot [Context] "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." Fear Beyond Death (R) slow duration increased from 3 to 4

Bouncemaster Zac1 votes

[{quoted}](name=Zane Zephyr,realm=NA,application-id=3ErqAdtq,discussion-id=9vpORxFl,comment-id=0001,timestamp=2017-08-15T19:28:43.181+0000)

Actually, yes, he has a few buffs coming in the next patch:

Urgot [Context] "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." Fear Beyond Death (R) slow duration increased from 3 to 4

That's certainly an improvement. I still think they should drop the lock-on mechanic or at least swap it from "you actually get to shoot your enemy instead of waste the whole spell on two minions" to a buff against the locked-on target.

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