Urgot still needing a rework?
Doesnt this face look beautiful is design?
A while ago i was pleased to hear that Urgot is getting a rework, this was before i was...decent, at him and understood how to play him (more properly than then at least) and now my mind has changed. I know most the excuses used as to why he needs it and for some i agree, like his kit is too focused on e, his kit restricts him from doing either very good burst damage or sustained, his ult doesnt fit his kit etc etc.
BUT, the faults are what makes him stand out, and do well with a team for someone who knows how to use him. Like today, i used a calculator to determine who was doing more damage, me or the adc (i started building damage since going tank was useless when my team wasnt staying around for a teamfight for long, they just wandered off when it was quite blantantly obvious the enemy team was rolling down a lane with everyone) and it turned out i was doing 15 more damage, including the base damage and the items. Even being near the adc's damage is good since most adc kits allow for more damage through their abilites (or to help with aa like vayne) so around 1/3 of the game i had my tanky items then changed to damage. And because of this, i was able to nearly (SOOO CLOSE OMGGG) get a penta kill. i think 3 of my team (that was there) took half the brunt of the damage, then i took the other half (something wrong on my side obviously but still) and got the quad.
Point is, hes got steroids/slow, hes two initiators, a tier 2 q if you land e (basically) more base health than a lot of other damage dealing champs. Hes not op, or up at the moment. The only thing i would change is the aa base damage to compensate for the low range (since q cant cut it since there may be something in the way) scaling seems to be ok, even playing supgot works with the armor and dmg reduction ( i thought if velkoz sup is going to be a thing why not bring him to the table, been working out better than expected.)
But i think the main killer for the rework is the ult...yea, it is kind of weird, but it DOES fit with the kit ive found. swapping in a 1v1, e/q right after and continue to kite/chase. Team fight, you just got closer to the enemy adc to kill them, or they got kiled since thats who you swapped. A good example i got with good ut use is, there was me and my team on enemy side of midlane, having kind of a pasive fight (few shots here and there, nobody killed) then on the side, i see we have vision in the nearby jungle, and ther is their adc Ezreal standing there waiting for someone to intiate for them (or him to do it) and go in on us. Me having my ult lvl 3 (and some god actually using wards) i swapped him so he was with 4 people, and i was STILL in range to shoot him.
there are many things you could change with urgot, ive thought about the obvious and the complicated, and neither seems very...for filling. Take yorick for example, his rework came out and im still seeing very few people play him. Simply because...they dont like him. they dont like the minion capability instead of being able to do things themselves, and thats fine. with urgot, you get a point and click "skillshot" if you land a skillshot.
the only thing that is off about him is...maybe the animation of both E and his aa being relatively the same (and his skins are kind of bad except for butcher urgot, the playercards look fine but the ingame looks too pixley or messy to be properly seen, like warden nautlilus looks good)
If urgot was to be reworked, and people loved him, then some other champion would replace his spot of loneliness, all champs will never be the same, because the community is never the same either. He isnt really a one trick pony but he is at the same time.
at the moment his eqqq combo isnt OP that you can outright bully someone safely, but its not so close you arent vulnerable to a gap closer as much as with a normal q.
This is just my love fur-urgot. i guess hes versatile enough to be good at a lot of things, but also not be able to beat an extremer of that role. Then again, it does depend on the player. Urgot being so ugly is what makes him beautiful. (also, is there a way to see an AI control urgot, im curious as to what it'll do 0.o)
i dont want to have snarky replies or anything, this s purely me hoping for riot not to change urgot so much that hes not the same champion (well duh, re-work, i know it sounds stupid but, katarina is still katarina, but yorick isnt really what he used to be, not really fun to play anymore)
i also dont want someone looking at my past games to say "you're bad you dont know what you;re talking about" (in a nutshell) because ive discussed this with other people much better than myself.
if i HAD to change something (other than that aa thing) i would probably change his ult to change his q from skillshot to melee, (keep the aa range, for swapping to a melee range easily) and his W gives him mana/health regenerative properties, his E is basically his normall aa but with slower animation or atk speed and higher damage. and instead of it reducing armor it steals flat or % movement speed or just gives him flat 15 movement speed for 5 seconds. if his passive were to change, i would go either of three ways;
Laning: He gains an aura that increases minion "morale" (for the ingame description or something) by giving the minions around him plus 0.2-1 (depending on what would be more balanced) armor and mr to champions and turrets every time urgot completes objective (such as killing 2 cannon minions and 9-12 melee and caster minions or something around these lines)
Team oriented: (another aura) allies gain 3 armor and mr, 2 movement speed, and 1% atk speed (these effects double, triple, or quadruple depending on how many allies are in the aura) with the aura being the either the same range as heimerdongers passive or the old aegis of the legion's.
Jungle oriented: This isnt for a jungle urgot, but to help jungle WITH urgot, and vice versa. so: Urgot gains half the gold, xp, and buff time (even if the buff doesnt go on a champion its duration increases) and damage received at a camp he pin points with his passive (will show up on the map as as a symbol for the jungler, or if thats too complicated for everyone) and the buff cannot be stolen by the enemy if killed (for both champions) with either a 120, 180 or 240 second cooldown. Now, this can go multiple ways such as: There must be two people at the camp for the passive to work there must be 1-2 people at the camp with smite for it to allow you to use the passive. Or maybe both. Maybe even, the amount of people at the buff reduces the amount of time they get the buff (except for the jg) going down by either a 1/5th or 1/4 (of the duration of the original duration) and i was thinking instead of the buff aura being a circle, it could be a section, so place a ward in the middle of the camp, the vision it gets is the aura (also any vision it would get if a bush wasnt there) enemies do not affect this passive. aside from signalling if the buff is present or not (maybe signalling if an enemy took it???) and maybe throw in his old passive on his W when its active.
well, thats my 2 cents. Hope you liked these ideas of you even read this (lol)