[PBE] Urgot nerf on PBE is too harsh
[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
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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.
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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).
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Q hitbox is small, it is a fake "AOE" slow.
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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.
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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.
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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?
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Urgot got a big Winrate % increase after the buff. --> But the data showed it was mostly his mains, his playrate didn't increase slightly.
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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.
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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.
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UP the CD late game or make 10 Sec at all lvl (less "Q spam" late)
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Make slow between 40% and 50% at all lvl (still give him tool early, less obnoxious late).
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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).
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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.