Urgot rework proposal
My third rework proposal of the week, three days in a row. I plan to keep adding one each day until I run out of champions I feel could use work.
My goal would be to one day work at Riot, or within the gaming industry as a concept creator. My short term goal is to improve my own ability, and to create possibly newer and fresher ideas.
I would love some feedback on any of my rework proposals, which I will provide links to.
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/u7zGynM7-yorick-rework-proposal
http://boards.na.leagueoflegends.com/en/c/gameplay-balance/60g8fy5i-akali-rework-proposal
Urgot the Headman's Pride -
So why rework Urgot?
First off he has had balancing issues for awhile. When he was strong he was a pick or ban level champion in competion play. However since he has seen some nerfs, and some buffs to attempt to get him into a better state.
I loved Urgot since the start, and although I think the simple solution is to buff his damage on his Q - Acid Hunter, I am aware it is not that simple.
Urgot is a medium range lane bully, so he is neither an attack damage ranged carry, nor is he a melee fighter. He is a hybrid between the two, and thus is hard to keep balanced. Giving him too much utility means his damage must be lowered, but if it is too low he cant bully his opponents at all.
My rework proposal will attempt to get him into a healthier, easier to balance state by changing some of his mechanics slightly. I dont think he needs drastic changes, however I will be changing 1 skill. So the scope of his rework is slightly less than Gangplank's, he wont be getting a ton of new visuals but his kit will change about as much as GP's did.
Urgot's basic attack range should be increased to 475
He will be losing alot of his reliable power and trading it for fancier play. He will need some way to do damage reliably to compensate and the easiest way is to increase his attack range. He still remains lower than most mages, and much lower than most ranged.
Skills -
Passive - Zaun Capacitor - Whenever Urgot deals damage he stores some of it into his Capacitor, when it is full his next ability or basic attack will release it and grant him a shield that lasts for 6 seconds.
Rather than keep Urgot with one of the stronger and hard to balance passives in the game, I am putting his other defensive ability in place of it. This will allow him space for another new ability.
This also adds some depth to him, you will know when the shield is up its time to push your advantage. Also good control over when your shield becomes active will be crucial to differentiate an ok Urgot from a good one.
Q - Acid Hunter - Now applies all on hit effects (including lifesteal and crit) but has its lock on range reduced.
The goal here is to lessen his oppresiveness with locked on acid hunters, while maintaining his signature playstyle. The on hit effect buff should be all thats needed to make this skill stronger to compensate for his lack of Zaun touched Bolt Augmentor (What a mouthful) and lack of lock on range.
W - Hyper Position Relay - Urgot places an antennae in the ground which he may click on to teleport to its position. He may have up to 2 Relay's placed at a time. Teleport distance increases with the rank of the ability.
Relay's last for 5 minutes or until destroyed, they start with 5 true health and gain 1 more for each rank of the ability. Once an Relay has been used it may not be re used for 2 minutes (lowered by cooldown reduction and rank of the ability.)
Urgot is slow, and with the removal of his slow and removal of his damage reduction debuff he will need something to help him re position or escape. This new ability is meant to add to his ultimates thematic. How he places these Relays is crucial in escaping ganks, or repositioning himself after using his ultimate. With them going on a long cooldown after use he wont have infinite escape, and they are also killable, and they time out.
E - Noxian Corrosive Charge - Damage over time now scales better with bonus damage.
Really the only change required here is a slight damage boost, currently the reward for landing this skill is long range acid hunter attacks. With the range being lowered slightly this skill needs a better reward for landing it.
R - Hyper-Kinetic Position Reverser - Range increases with rank slightly.
Urgot should not be required to flash to use his ultimate effectively as it already puts him in a likely vulnerable position. With that said when I say slighty increased range I am only talking maybe 50-100 units per rank which is not alot, at least not to his enemies. For Urgot that is a big change that I feel he needs regardless of if he is reworked or not.