Udyr PBE Change Thoughts

Hex Veiler·4/6/2017, 1:39:25 AM·2 votes·1,063 views

I don't want to make too many judgments on this since I don't have a PBE account (rito pls ;-;), but I personally love the what these Udyr changes are. Tiger stance now seems like a viable option for duelist centric builds, turtle stance now works if you have to build really defensively, and the new mana cost format makes using bear stance in the early game not hurt your mana pool as much. However, I would still like to see a way for him to max ranks on all of his skills. I know you guys said that letting a champ go to level 20 was something that would fit someone else's thematic better, but what if he just got an extra skill point at levels 7 and 13? (those are the same levels that GP's barrel timer changes) Would that be a better option than level 20, or is that also an idea for another champion?

9 Comments

Kilanost4/6/2017, 1:47:22 AM1 votes

None of these changes fix his inherent problems. Those mana cost changes will not fix anything and in fact hurt him. You spam the ability you max first the most. So you're essentially not breaking even on the cost of that till late game.

Udyr needs not to be a mana-based champion. His entire kit revolves around skill spamming. He either needs to be cooldown based like riven or energy based like lee.

His other issue that wasn't addressed is he has no useful engage. His gap closer sucks until its maxed and you have full tier boots and even then you need triforce and MS quints on top of it. But even with all that, people just wait till you're point blank range and blast you with a slow and kite you. Once per cast, bear stance needs to give udyr a short distance leap so that it forces the harder skill shot to land a slow/stun.

Or his passive needs tenacity and slow resist.

Tychusfindlay9194/6/2017, 2:01:41 AM1 votes

I hate that they took out a scaling component of his turtle stance.

I would have preferred something like 1/1.75/2.5/3.25/4% instead of just flat 2.5% missing hp at all levels. Considering he won't get more than a tri force so as to not make his heal useless (buying too much AS means getting too little HP because tri force is the only AS + HP item in the game), it would be nice to have a heal that's a little stronger than what's planned for him. It keeps his early game heal on it a little weak but gives him better late game survivability to further reinforce the idea that he is more of a scale champ than an early game champ. flat 2.5% just seems shitty all game.