urgot rework
urgot is the lowest rated champ and i think he needs recognition please give him a rework so urgot players arent forced to look bad 
urgot is the lowest rated champ and i think he needs recognition please give him a rework so urgot players arent forced to look bad 
Long term we've got a full rework planned for Urgot. That's a long way off though, he's both a big project and not first in the queue. Shorter term (starting next week) we're going to explore some small, quick buffs for him. Hopefully find some stuff to help him out a bit in the meantime without reintroducing any of the problems that lead to him getting heavily nerfed in the first place.
In regards to the rework. Urgot's a fatass supported by four tiny legs. Supposedly he's also equipped with heavy weaponry that his new form allows him to carry.
Taking those two into account, why not make him something akin to a cannon-form
, but without the mobility? Someone that finds a comfortable and safe spot to sieges his enemies with his heavy weaponry and artillery, but is forced to hold his ground and fight if the enemy engages him directly either through an ambush or if they run past his artillery fire.
Aka a Starcraft Siege Tank
Long term we've got a full rework planned for Urgot. That's a long way off though, he's both a big project and not first in the queue. Shorter term (starting next week) we're going to explore some small, quick buffs for him. Hopefully find some stuff to help him out a bit in the meantime without reintroducing any of the problems that lead to him getting heavily nerfed in the first place.
But first we have to focus our attention on Ezreal, Gangplank and Garen. We need to nerf those guys then completely ruin another champions kit.
Do you really believe Garen, Ezreal, and Gangplank are overpowered? How much Bronze was shoved down your throat before you commented? Seriously though, Gangplank? Really?
I'll admit I'm ignorant on what his original problems were, but any chance his Shield could scale with something other than AP? I know Riven has an AD scaling shield, but if offensive stats are out of the question you could potentially try making it scale off of mana.
Shield scaling off of maximum mana would be lovely.
Also, his Q applying on hits would be nice as well.
the fact that he harrassed people from insane distance with E and Q land one E and yo can land 3-4 Q's from like 1000 range (forgot the actual range its still pretty big) it was that absurd safety combined with early game damage.
thats what got him nerfed. honestly though from what i remember back then he suffered the same thing as yorick abusive early game but crappy late game even in his glory days. i remember as long as i didn't feed him for the first 6 levels i could get the upper hand.
glory days urgot is nothing compaired to what kalista does atm though... even if a good urgot got fed early he was still somewhat manageable since he was very imobile.
to bad for riot i got good long term memory.
Will he have a dark, secret past?
Will he have a dark, secret past?
I got that reference :D:D:D:D:D
My honest opinion is all Urgot needs is the Ping system for his ult (Slightly like Reksai and Twisted Fates ult, except instead of where you are going, ping that the enemy will be there.) and possibly when casting his ult, the duration of E is increased by 1 second (The cast time of his ult) so one doesmt have to worry about not being able to throw out that needed third or fourth Q because you wanted to swap.
Long term we've got a full rework planned for Urgot. That's a long way off though, he's both a big project and not first in the queue. Shorter term (starting next week) we're going to explore some small, quick buffs for him. Hopefully find some stuff to help him out a bit in the meantime without reintroducing any of the problems that lead to him getting heavily nerfed in the first place.
If you do give him small buffs, I'd prefer you to be careful, since I really like him in the top lane and don't want him to get popular, causing him to be nerfed over and over until he's trash tier
.
agreed they should change a few things here and there but not to the point where he is steam rolling and every other game there is an urgot top or mid so that he has to be sent back down to wood tier.
Wait, you mean a Sion rework or a
-esque rework?
Hey Meddler,
Have you considered toggling Urgot's Q into a Xerath's R-style skillshot once it is locked on?
It seems to me like the problem with just auto lock on is the lack of counter play due its range and lack of possible dodging. His Q could be a straight line skill shot, then once E is landed switch to an "artillery" style skillshot.
Inherent Problems : He could target behind minions even if they weren't the target of his E. Potential Fix : Can only fire said "artillery skillshot" in a radius around the target hit by E.
Keep up the great work!
Please consider increasing his Q, E and auto attack cast speed while also allowing Q and E to be used without interrupting movement. This would be a huge quality of life buff for Urgot and allow him to carry his role much more effectively.
Shorter term, we're going to explore some small, quick buffs for him. Hopefully find some stuff to help him out a bit in the meantime without reintroducing any of the problems that lead to him getting heavily nerfed in the first place.
Hello, Mr. Meddler, sir (& team)! =D
I have some ideas regarding a short term fix/rebalancing + QoL for
, that may put him in a better spot, in terms of more intuitive gameplay.
It's mainly a minor kit swap between his W-Terror Capacitor & E-Noxian Corrosive Charge. I was wondering if the Movement Slow from his W-Terror Capacitor could be switched with the Armor Reduction from his E-Noxian Corrosive Charge..?
So, the abilities would now be:
While the shield is active, Urgot's attacks & missiles reduce (possibly "steals", instead?) the target's armor by 12/14/16/18/20% (same as current/live values, unless you guys intend to change it?).
Enemies afflicted by the charge have their Movement Speed reduced (possibly "stolen" as well?) by 20/25/30/35/40% (same as current/live values, unless you guys intend to change it?). Urgot's basic attacks & missiles also slow the target while they're afflicted.
My reasoning for this switch is basically the same reasoning as with Rework
's Movement Slow shift to his E-Fracture, and Rework
' Movement Slow shift to his Q-Barrel Roll (which I also posted about, a long time ago: Gragas - Switch Enemy Speed Debuffs .)
Thematic cohesiveness/intuitive logic
Using a spell that activates a shield (W-Terror Capacitor), just to be able to use its Movement Slow function, just isn't intuitive in terms of gameplay. And swapping these functions in his kit would certainly make his gameplay become more intuitive & improve his learning curve.
Also, using a spell that looks very chromatically similar to
's W-Venom Cask (E-Noxian Corrosive Charge), but doesn't slow, is just plain confusing (especially for players who like to play both champions -
- and are trained to think that the abilities are consistent with each other).
Additional Fixes:
Allow Urgot to move while casting Q & E. (QoL Fix, for more intuitive gameplay; helps with learning curve/improving gameplay skills. I don't remember if he can, or can't, as I haven't yet..'retested' him this week & it's been forever since I've played him, but it doesn't look like he can from his videos.)
[R] - Hyper-Kinetic Position Reverser: Both Urgot & the suppressed target are untargetable until the reversal channel is completed. Reasoning: This helps solidify the.."fantasy" (original intention/design/vision?)..of the ult, so that it doesn't simply turn into a glorified Root/Stun, allowing both teams to kill the champions being reversed, while the reversal is still in progress. Instead, it forces both teams to wait for the reversal's channel to end, & decide whether to engage a teamfight, peel for/protect their displaced teammate, somehow manage both, or disengage & leave their teammate to die. ("Counterplay"?)
(Trying to think of what else to say, to further flesh-out my ideas, but that's all I've got. I think I've said it all?)
Anyways, I hope you guys consider implementing these fixes for Urgot! =D He's a fun champ that I want to unlock & play more often (especially with his Battlecast skin! =D ), but the current state of his kit has kept me from playing him to the best of my abilities, and my proposed changes would certainly allow me (& possibly others) to play him better.
(I also have some ideas for his larger rework, but I'll save them for when the official thread for that appears.)
Thank you for your time & for reading this! =D
[Will be posting this here & in the other thread you've posted in, since I don't know which one is the official Urgot Rework discussion thread - the original thread was in the old forum & it's been archived.]
a nice change on his late game capability where he is a bit more learner friendly because starting off learning to play
i wasn't the best and his kit was not the friendliest to get used to but as i learned his play style i feel he was as natural as breathing so it really is not just a champ where you go hey lets play
no its a champ where you go i think ill commit a good amount of time to learning does and donts for him because getting caught out and having the right balance between survivability and damage. His early game though is pretty solid with him being an early game bully but if you can not land E's you are going to have a bad time.
Afternoon Medler. As a legit Urgot main. I caught wind of a possible rework. I am terrified what will happen to my champ of choice. Coincidentally, my two mains are Urgot (primarily top, but I play him mid and adc as well) and Galio, between the two I would say that Galio needs the most work because after QandE are used, he's pretty much run out of options. I have laned against 95% of champs and to be honest Urgot can go toe to toe with the majority of them, people just assume he is complete and utter garbage, but he pokes down the most feared champs, especially champs such as the vaunted Darius (fervor boot upgrade was absolutely devine). The three major faults with Urgot are his wave clear,he has absolutely no pushing power...even at full build, lack of sustain and no scaling MR. Urgot should be given an identity and I feel he thrives most as a top lane champ.
A suggestion I would make would be once noxian corrosive charge is landed maybe the acid hunter can actually live up to its name and spread to all affected targets. This would help with lane clear and potentially help in team fights. Maybe acid hunters dont have to stop at their first target either.
I never post on the blog, but to be honest I am afraid my champ of choice will be changed into something unrecognizable. If you change anything I could sacrifice the ult (not entirely), but his standard kit is golden if utilized correctly.
I appreciate your team considering upgrading Urgot but please be gentle :).
Thank you
Honestly, I don't think Urgot is a bad champion at all, just misunderstood and out of place in the meta.
In short, he's not an ADC, he's a solo laner. When built as a tanky ranged bruiser, Urgot is actually a rather intimidating lane bully. His EQQQ combo can chunk a squishy down to nothing mighty quick. With tank items, you can actually use your R to engage and get out alive, which is something ADC Urgot can rarely pull off.
The problem is that Urgot is dead-last in the popularity contest, and player bias pretty much prevents anyone from getting real practice with him. If you try to join Team Builder as Urgot, you'll be waiting for an eternity, only to be kicked from the party when the team flames the captain for accepting an Urgot. If you're the Team Builder captain, everyone will leave the lobby the second they see an Urgot on the team. If you're in blind or draft, someone will dodge out when you pick Urgot.
And if you're lucky enough to actually get into a game with Urgot, you'll probably be stuck playing ADC in the bot lane, a role for which Urgot is subpar at best (since he's out-ranged by just about every ADC and his ultimate is useless if you build damage over tank, which you HAVE to do if you're the team's designated ADC). Trying to get practice playing Urgot in top or mid lane is usually a fruitless endeavor.
It's really a community bias that puts the nail in the coffin, and I believe the brunt of that bias stems from the word "Marksman" that comes attached to him. If Riot were to "re-launch" Urgot with minimal changes, but actively promote him as a solo laner instead of an ADC, I think it would help his popularity a whole lot.
Except Urgot was designed to be played in the bottom lane. He was played competitively in LCS as part of a bottom lane duo. Before his nerfs, he had a way longer range on his abilities than he does now, helping to keep him even against those pesky long-range ADCs. In combination with his utility and ability to lockdown a single-target from -700- range at rank 1 of his ultimate, he was very strong in the early-mid game. He was the definition of an anti-carry and was released at a time when hypercarries (a la Vayne) was the meta for a long time.
It was only after his heavy nerfs to his ultimate, E cooldown, and to the bonus AD scaling on his Q (switching it to a less scaling but scaling on total AD) that he does better as a solo lane bruiser. Yet the biggest nerf, IMO, was the nerf on the range of his locked-on Q (1500-1200). A 300 range decrease is definitely nothing to laugh at. Although because of the huge range anyway, you can see how he was such an overbearing lane bully.
Except Urgot was designed to be played in the bottom lane. He was played competitively in LCS as part of a bottom lane duo. Before his nerfs, he had a way longer range on his abilities than he does now, helping to keep him even against those pesky long-range ADCs. In combination with his utility and ability to lockdown a single-target from -700- range at rank 1 of his ultimate, he was very strong in the early-mid game. He was the definition of an anti-carry and was released at a time when hypercarries (a la Vayne) was the meta for a long time.
It was only after his heavy nerfs to his ultimate, E cooldown, and to the bonus AD scaling on his Q (switching it to a less scaling but scaling on total AD) that he does better as a solo lane bruiser. Yet the biggest nerf, IMO, was the nerf on the range of his locked-on Q (1500-1200). A 300 range decrease is definitely nothing to laugh at. Although because of the huge range anyway, you can see how he was such an overbearing lane bully.
No he was not. LCS doesn't play champs in their designed roles, they play them in their most OP/useful roles that they were not neccessarily designed for. You cannot tell me with a straight face that Nid was designed to mainly be a jungler, or Lulu was supposed to be a toplaner for example.
Look at the official champion spotlight! http://www.youtube.com/watch?v=1bQtJZW1x08 He's being played Top/Mid. He was supposed to be an AD scaling Mage/Bruiser type thing. This is why his kit has a shield, this is why his ult puts him in the enemy team, this is why he has a huge armor/mr steroid and etc.
The pros noticed he had amazing harass and used him as an ANTI-ADC to stop the enemy from farming. He was never ever ever a competent ADC on his own, but he could deny other ADCs from getting gold/items at all making it easy to end the game early since the enemy had one useless ADC taking up a character slot.
I think his q should be able to apply on hit effects since its so vital to the kit. Theres almost no reason to auto attack unlike Ezreal who uses his q to proc his passive due to the damage differene and speed
they already said they were working on him, problem was that the work was it was sion level rework so its going to take time
I just hope they don't give him the full Sion treatment. Urgot players don't deserve to have their champion destroyed.
Sion wasnt really destrpyed IMO, I loved the old Sion, but I have to say the new Sion is a lot better. Of course, ill miss the head bob stun.
Sion was a lifesteal tank who had utility abilities.
Now he's a shit tank with absurd scalings and minimal functionality.
My former main was destroyed, and now he's something new that doesn't make me, as a Sion player, want to call it Sion.

He isn't the least played tho 
bro.. bro.. do you even Galio?
I think Urgot should be designed as an anti-carry somehow similar to Le Blanc or Lee Sin: Extremely strong early game yet less powerful in later team fight situations. Unless he is tanky enough, his ultimate is not safe to use in 5v5 team fights during late game.
To compensate his mana problem, maybe a passive like Lissandra's or Nunu's would work. His early game poke would be a bit stronger than his current conditions with "limited power".
He already is designed that way...
Hey now, if were talking about Urgot, then would you guys mind if I just throw my idea into the hat?
Q: Change up the base and scaling to fit the changes, but now applys on hit effects except crits. Now has better combo with E.
W: Probably change up its scaling like every one else is saying.
E: Now is a pass through line skill shot (think ezreal essence flux). Applying its dot with some changed numbers, BUT now acid hunter passes through all targets affected dealing the same/reduced damage. I think this would add some better play/counter play without having to worry about getting chunked at huge ranges.
R: Fires a low cooldown passthrough line nuke kinda like a very small very narrow lux ult but (maybe) with a mini stun attached. Think along the lines of a rail gun. or R2: Fires a slow moving energy ball that deals damage untill it hits enemy-champ or reaches max-range, then explodes dealing damage in large area, maybe with a stun. Think BFG from Doom.
He is supposed to be a sort of walking weapons platform, Right? This also sort of fits his Strog motif I feel.
I had a quick suggest to fix urgot. I had seen that the team at riot was working with the gate like ability and have a similar idea that is less broken and would be able to code by coding in the opposite fashion of yasuos windwall.Here is my idea for the urgot rework:
Q: Increase the range of his q but not the scaling and allow for a passive that when his ultimate is active his auto attacks have increased range equivalent to his acid hunter. The reason being for the ultimate and E change
W: Shield applies a stronger slow but at the cost of a reduced shield scaling and has built in damage reduction scaling up to 20% as a passive (can be altered it just seems like he would need it since his ult no longer would contain it but wouldnt want his shield to get destroyed immediately opening up the option for kiting and for counterplay since it would only take a small amount of damage to stop his shield.)
E: have his autos and acid hunters apply a DoT effect and armor shred but not have a tracking ability when activated and call it something that implies the person is marked. this correlates with his new ultimate. (allows for bully potential as well as a possibility for correlation with the ult to make him a single target anti-carry focus)
R: His new ultimate can either be for him or himself and allies but is stated as such "Urgot opens a Dimensional Transfixer for 3 seconds that allows for skillshots (his or his allies depending on the gameplay riot chooses would be balanced) and his auto-attacks to auto target a designated character effected by his e as long as the character is in range of the skillshot. (this allows for correlation with the e so that he can be an anti-carry and allow focus to a single character for burst.)
This rework would allow for counterplay in the fact that the q w and e would remain very similar to his gameplay and only the ultimate paired with the skillshot of e would allow for a single target burst to fulfill his roll as an anti-carry. it strengthens his other abilities to allow for a kiting off tank bruiser who has a small to medium margin in which to kite his enemies depending if hes auto attacking or casting. This also allows more playstyles and build paths since his acid hunter as well as his auto attacks are affected by his kite. The decision would be to go with either attack speed like an adc or a typical urgot build towards a caster anti-carry you normally see. This would improve gameplay and strengths of his core kit while maintaining the style urgot currently embodies and puts him on a very limited window to burst his target down. This requires the player to be skilled enough to pull off his burst effectively or be punished for it.