URGOT NERF and unneeded changes - 2/11 PBE UPDATE

BurnTheSteak87·2/13/2016, 2:26:27 PM·0 votes·972 views

Urgot _[PS: If the topic is downvoted it's because, as It's my first post, I unintentionally clicked the vote button. Don't be ... take your time and read all the topic, then judge with YOUR brain.] _

I'd like Dev Team to refrain from applying "2/11 PBE UPDATE" changes to Urgot .

The only strong point Urgot has is being a decent duelist thanks to its Tankiness, through the Passive, W and R damage reduction. It comes as a** natural balance** to the fact it has no mobility at all. [Won't explain why I didn't refer to its poke because itemization item 3035 and mana dependance item 3070 is enough]

> > > ABOUT ITS PASSIVE: I aknowledge RIOT yet said they don't like that 15% damage reduction on its passive because it gives too much advantage in trades. The actual nerf is partially understandable and would be fair enough only if you would keep the shield as it is now (U6.3 - no actual change) and also allow its E to apply those stacks.

This also because even being an istant 15% reduction, it's limited to a single target, it never have been easy applying it to 2 targets, since it's also heavy reliant on its clunky attack speed animation and to the fact its standard Q can't pass through minions or champions to hit the desired target without E.

So essentially its actual Passive can't be used in a versatile manner, but it's stricktly bound to Urgot's focusfire. You want to nerf it, making it multi stacking? Fair, but let its E apply stacks as well. Skillshot reliant, risk vs reward, a more active role from the player is required.

> > > ABOUT ITS W: The W Shield is yet mana hungry and a multi task tool, it shouldn't be touched at all. You reduced its duration because you don't like that permaslow? You know what? Permaslow bound to 2 skillshots and the usage of 2 to 3 skills on a champion with NO MOBILITY is not a broken feature, it's legit balance.

Also it's yet an hell keeping up moving after a target without having the correct gear helping you (item 3009 , boots upgrade, item 3071 , more than 3500 golds 'Gated'), since most of the champions you released in these last years have plenty of mobility and escape mechanisms.

> > > ABOUT ITS R: Its ult is perfect as it is yet, there's no need to add addictional Fear factor, he's a Disabler, not a tank engager like Malphite or Hecarim .

Also what's the point of fearing AOE after the landing "overwriting" its damage reduction boost? Clearing the line of sight for the standard Acid Hunters? It's a totally unnecessary change.

It doesn't even change the fact that if in some 1v1 situations your Qs are blocked by minions, an experienced player will max E for cooldown and avoid such situations. There's totally no need for a tool to clear the line between your target and you.

Do you still want to keep it as a combo tool? Make it combo with W, if the channeling ends and you cast W meanwhile, minions around are scared ala Volibears E.

> > > IF YOU WANT TO FIX URGOT KIT: If you want to fix Urgot, the only space you have is its Passive.

Want to get rid of that 15% damage reduction early? Assign it as a passive to its W. Exactly as before if a player wants to go full damage has to max E, if he/she wants to go more defensive has to max W. Damages OR Tankyness. Extremely SIMPLY basic concept of balance.

Now you have space to give Urgot a passive to make it fit the meta. Do you want to work on windows of opportunity? Check Ryze , it's really similar to Urgot in the fact it's tanky, it's a skill spammer, it emphasizes on Mana items, it has low mobility.

Do you want to give its kit some mobility to engage, escape or repositioning after a perfect engage with R following a Risk vs Reward mechanic? Check Jinx , Jhin .

**> > > TL:DR: ** The "2/11 PBE UPDATE" changes must be reverted.

Urgot is an medium-to-hard to play immobile Fighter with some excellence into disabling enemy ADCs and Assassins, punishing people out of position.

It doesn't need to be turned into and ADC or an Engager. No Mordekaiser treatment.

The only change it needs is achievable through a new passive, sharpening its specializations or giving it a mobility tool to keep it up after the actual meta AND some QoL changes.

My first post and only contribution for a Champion I played a lot despite its out of meta and ignored by most people.

3 Comments

chezwickcheese2/16/2016, 12:13:27 AM1 votes

Is this the Urgot rework that's been in the works for years? I could have come up with these changes in 30 mins.

BurnTheSteak872/17/2016, 11:06:57 PM1 votes

http://www.surrenderat20.net/2016/02/red-post-collection-2016-world.html

https://twitter.com/ManWolfAxeBoss/status/699757336999514112

https://twitter.com/ManWolfAxeBoss/status/699782591755386881

PBE tomorow: Urgot

  • Fear radius increased from 325 to 375 and cleaned up particle a bit
  • Reverted P and W nerfs to focus on R testing

To clarify, the W reversion is only the base values. Duration, casting while ult is channeling and removal of AP ratio are all still in.

Not the right direction. Get rid of this Fear on Champions, Urgot is not an hard engager, it also has no tools like Hecarim Charge to place it, that's clearly bad design.

Also reducing the duration of W from 7 to 5 seconds because of Intelligence Mastery is nonsense. This way you force people into using it.

http://www.surrenderat20.net/2016/02/216-pbe-update.html

Muramana [NOTE: Unfortunately changes are NOT FUNCTIONAL in today's update! Will be fixed tmrw.] [CONTEXT: Riot Wrekz noted they are "Changes to Muramana are not an Ezreal nerf, they are accessibility improvements to remove management gameplay from an item." More here.] Unique Toggle changed to Unique Passive - Shock.

"UNIQUE Passive - Shock: Single target spells and attacks (on hit) on Champions consume 3% of current Mana to deal bonus physical damage equal to twice the amount of Mana consumed.This effect only activates while you have greater than 20% maximum Mana." Bonus damage now only vs champions. No longer a toggle. Effect only activates when you have more then 20% maximum mana.

item 3042 changes also aren't optimal, we yet have difficulty with waves, now we lose also pushing potential.

BurnTheSteak873/10/2016, 2:40:05 PM1 votes

Since W now can be cast during R's channeling and R channeling is more important than before to stop, I suggest adding W and R another interaction, some immunity ala Morgana 's Black Shield to protect the casting of R. Only during the R's channeling ofc, not bound to the W's general usage.

There's window of action and counterplay from both sides: the W timing from Urgot's player and the Damage opponents must do to stop the ult.