[PBE] Urgot nerf on PBE is too harsh

Nevrankroaton·10/27/2017, 6:37:15 AM·64 votes·5,856 views

[I will post this thread on the PBE section too, currently rushing]

Please, no typical "balance team suck" comment. Grow up.

Context

Urgot got a nerf on the PBE:

> Corrosive Charge (Q) slow lowered from 45/50/55/60/65% to 20/25/30/35/40

And I want to "protest" about it for multiple reasons, not because "WOW RIOT BALANCE TEAM IS BAD" or other board garbage process, but because I don't really get why it is SO big.

Why I feel it is too much

  1. Urgot's Q went from being very hard to proc to finally being reliable, since he is a immobile juggernaut and his E is also telegraphed, it felt like a welcoming change to make him feel less clunky.

  2. To balance the new Q, you shifted his power on being level/runes dépendent for his passive CD and lowered the dmg also. You also made his Q be 50 mana at all level (for info, +15 mana early, -5 mana lvl5).

  3. Q hitbox is small, it is a fake "AOE" slow.

  4. Slow are the most mitigated CC in the game (runes, tenacity, boot of swiftness), which mean there is a LOT of tool to make it less strong.

  5. The slow is only 1 second. For a 50 mana 12 CD ability with 800 range (good but not WOW XERATH IS IT YOU?), you can't tell me he will spam it or "permaslow" his target.

  6. 20% slow is VERY low, it would be logical if his Q was on a low CD or if his kit screamed "Perma CC" but with a W that slow him, a E with delay, a high CD early, average Movement speed, I don't feel it is very logical.

What changed? And what is your answers about that?

  1. Urgot got a big Winrate % increase after the buff. --> But the data showed it was mostly his mains, his playrate didn't increase slightly.

  2. If Urgot got such a shift in winrate%, it mean something must be up don't you think? --> Urgot went from an awkward spot (clunky kit, no real powerspike) to have a more reliable kit and a clear niche/powerspike (strong mid game and late game, able to have constant damage, weak early). It mean Urgot's mains, instead of trying to find how to make it work, have now clear tool to use and these Tools are strong. People are adjusting to new Urgot too.

  3. But considering what you say, if he is good now, it mean him being "too strong" is likable? --> I don't believe the "too strong" part. Urgot got a strong nerf in his early game (where he already didn't shine). Many MU can be difficult while he is susceptible to gank. He has clear windows of weakness in term of power, while also having inherent weakness of juggernaut. He also lost Sterak (which would have been HUGE for him). His itemisation is kinda awkward.

So why would they nerf him in your opinion?

I think I understand why. Urgot is strong mid/late game, his Q is RELIABLE which mean he has a 800 range slow. With 40% CDR, his Q is near 5 sec CD late game so I guess it because a good "catch" tool and since his passive is so strong mid/late game (and also RELIABLE damage in a sense), he has a lot of power.

So he shouldn't get a nerf?

I think he can be nerf. But I think the number are too much, he loose way too much on his early game AND late game. He loose 25%! While he has clear weakness and windows of opportunity, I don't think that is justified. He wasn't in a very good state before his buff, the ones he got made him "viable" in a sense so I am itchy about this rapid nerf.

What do you propose

There is multiple tweak possible to make it less strong.

  1. UP the CD late game or make 10 Sec at all lvl (less "Q spam" late)

  2. Make slow between 40% and 50% at all lvl (still give him tool early, less obnoxious late).

  3. Let the current nerf but buff the slow duration by level (not the best idea because it make it strong in TF, but it also give urgot a reward).

  4. Reduce the W self slow if moving toward a 'locked down' ennemy. (Allow urgot to be rewarded, not too much power added, doesn't help his team)

That is all, I hope a Rioter wouldn't mind just talking about it to explain the choice and give their POV about it. Good day/night to you all.

45 Comments

YoungFarmer10/27/2017, 5:56:14 PM12 votes

I mean on pure winrate aspects, although it did increase, its nothing crazy hes sitting at 11th highest winrate for top with less than a 2% playrate. I really don't think he needs nerfs. I play urgot a lot and have laned against him a couple of times after the buff and I have no problem fighting him.

I also find a lot when I'm laning against people they are not smart enough to try and avoid my passive areas that are up. Also people try and fight me when I land my Q and E on them. wait for urgot to waste those and punish him.

Also if he misses his Q and E and still Ws with minions around punish him because his W will most likely lock onto the minions.

MisterGuy10/27/2017, 10:46:58 AM9 votes

Tbh, urgot doesnt need a nerf, hes fine where he is. His early game got nerfed, but his mid game is really strong. Before the urgot changes, I could easily land Qs. Now that it's easier to land for everyone, you increase the mana cost early AND now want to decrease the slow? Come on. You're punishing people who can land hard skill shots??????

ShadowParker10/27/2017, 4:47:07 PM7 votes

Hey, just wanna say nice job on the thread.

You kept it civil, backed up your reasoning, and even gave solutions. As the person who made the thread that's very controversial about the balance team, this thread exemplifies one that garners productive conversation.

+1

Devölution10/27/2017, 7:53:11 AM6 votes

This nerf is just XD honestly.

Guess Panth/Ahri can sit on 55% winratio for years with high playrates,but Urgot with 1% playrate should be insta gutted.

Darkdemon65310/27/2017, 3:42:15 PM5 votes

This shit is amazing. Urgot starts off bad, he gets reworked and is still bad, he gets nerfed, and now he's getting neffed again.

Raid Boss Morde10/27/2017, 10:35:57 PM3 votes

"Immobile Juggernaut"

Has a form of mobility on his E. I don't think you know what an immobile Juggernaut is

Ebolol10/27/2017, 12:47:17 PM3 votes

Hey, if Urgot is going to take over the game from his changes (which he won't anyway) than by all means. Give him a chance rather than making the same champions who have been relevant for the past few years become OP again.

Abibyama10/27/2017, 10:13:44 PM3 votes

Hey man you made such an awesome, contructive criticism. I hope Rito sees this

And also if you don’t mind I posted the link to this thread to r/urgotmains

Aatrox Mid 1v510/27/2017, 11:56:13 PM3 votes

IDK, in ranked and normals every urgot ive ever seen always seems to get fed. Id imagine its different for high elo though since he can accidently push waves with his passive.

lolipopevelynn10/28/2017, 5:59:08 PM3 votes

sorry, but the balance team does suck. no way around it. urgot is not at all powerful right now, so thise nerf was completely out of the blue and for no real reason at all.

kalima99410/27/2017, 6:20:13 PM2 votes

{quoted}

[I will post this thread on the PBE section too, currently rushing]

Please, no typical "balance team suck" comment. Grow up.

balance team sucks btw

Yaskamasandwich10/27/2017, 6:24:33 PM2 votes

Slows should never be lower than 50% on certain champions. Urgod is one of them since he has a self slow and a dash that stops and is wall blockable. Maybe increase the duration to 1.5 or 2 seconds and decrease the slow to 30/35/40/45/50. Might be too much with the duration increase but 1 second for 40% is nothing really. Usually it's 90% for 1 second but that would be insane for that Q.

BurnTheSteak8710/28/2017, 12:58:05 AM2 votes

The Urgot pre 7.21 was strong early game, but unimpactful in teamfights, and lategame, pretty easy to counter, from Platinum on.

The buffs and balance changes were all but excessive, Urgot really needed many changes to become more viable.

Every sites around marked Urgot with the lowest Tier.


What's new, now he's stronger lategame, weaker early game, and most of top meta champs still are a tough matchup. Not talking about counterpicks ala Gnar/Mordekaiser which are more oppressive than before.

Urgot now is somehow fine, has still a lot of counterplay and handicaps on its skills.

Let's at least see how it works with the incoming S8.


Also I'm still looking for that Sterak's Gage theft refound.

Outdated10/28/2017, 7:38:50 AM2 votes

the previous iterations of urgot Q was among the most pathetic skillshots in the game (hard to land. unimpressive effect(s))

even in its current un-nerfed form, yeah, its easier to land: but its by no means impressive, merely the necessary step in causing a lock on. Against the majority of opponents one might face in top lane landing Q is little more, if not less, damaging than a single auto attack.

tuning it into a pointless nothing-slow on top of being a lackluster skillshot really adds insult to injury for an already clunky champion

chipndip110/28/2017, 4:37:00 PM2 votes

When you up a move's reliability, you reduce its reward. Urgot's Q is easier to land, so the natural counter-balance is to reduce its reward per success case.

GGLineaR10/27/2017, 3:39:57 PM2 votes

I miss how Urgot's Q was before. The change is actually making me overshoot it. lol

But I do agree, those numbers on his slow seem like a tad too harsh. 40% is as low as it should go. 20% is basically nothing, especially given how short the duration is.

Blåbæret10/28/2017, 12:11:56 AM1 votes

[PBE] Urgot nerf on PBE is too harsh

I disagree.

Morendabanus10/27/2017, 5:50:00 PM1 votes

The buffs changed his abilities and made them so hard to dodge as well as giving shotgun knees more use but less damage.

Overall it seemed like quite a balanced change but the projectile speeds seem overtuned atm. They're nerfing the Q slow quite hard I think it could be a softer nerf, and they can see where they go from there.

MrAmumu10/28/2017, 5:18:42 AM1 votes

Honestly,I only uuse Q when I E a champion.This "nerf" isn't that back imo

SadKill10/27/2017, 5:00:53 PM1 votes

The nerfs I would be happy with on urgot would probably be

  1. hit his passive so it either has one extra step so it stops scaling at lvl 15, instead of level 13. Drawing out his late game to be more in the late game. OR hit his passive so that it's 3s or even 3.5s per leg cd. 2.5s is pretty fast.

  2. hit his q by increasing the detonation time by .1s, it's a bit easy to hit even without a slow on the enemy now, still reliable, still requires skill. OR As this fine person has stated. hitting the q slow a bit less. OR make the q slow as low as they have it on pbe but increase duration by .5s. or per lvl as also stated by this fine person.

TheTracer210/28/2017, 9:26:18 AM1 votes

Dear OP, you mentioned that only urgot mains have really been able to abuse this which exactly what riot looks at they cant just be like "oh well only a small percent amount of people play him so its fine" although i agree with your proposed alternatives as a bit of insight they have to look at the maximum potential of a champion and not just their general playbase.

Blackstone0110/28/2017, 4:35:46 PM1 votes

I'll never understand Riot logic. A low ranged slow juggernaut top sees his winrate shoot up to 54% with a sub-5% playrate, instantly needs a nerf. Twitch chills at a 52-54% winrate for an entire season and it's no big deal, let's just wait and see how X will affect him.

TommyWing11/1/2017, 3:25:46 PM1 votes

god bless this nerf any ranged champ that gets nerfed at top lane is music to my ears

Zero Skill Tank10/27/2017, 9:41:28 AM1 votes

I'd much rather have CD on Q increased instead. With only 20% 1 second slow using disdain on someone ranged might be straight up impossible, even if you land it consistently.

I'm not sure about that, 20% is still something but disdain locks you so effective range is shorter than 475.

Jorencice10/27/2017, 10:50:54 PM1 votes

So you want him strong late mid and early... got it...

Xinyuo10/30/2017, 10:15:42 PM1 votes

Anyone claiming its only mains is delusional and trying to use an argument that SOMEHOW always pops up whenever a champion becomes OP

He's way 2 broken midgame