Dear heaven Rework Urgot looks amazing
especially his R like DAMN you know some one at Riot must have been a SAW movie fan...reminds me of Starcraft immortals.
especially his R like DAMN you know some one at Riot must have been a SAW movie fan...reminds me of Starcraft immortals.
[deleted]
This is going to get removed unfortunately.
what was that????
huhh???????????
THESE ARE NOT THE MODS I KNOW
nvm
mods aren't cool after all
I expected you to dislike him because of the dash move.
i don't like the animation but I think it's kinda necessary so he can use his back legs on people
Yeah, I think it's definitely his least interesting ability. But that's alright with me. It helps him use his passive, and that shit looks satisfying. I especially love the sound it makes when the W is active.
I kind of agree with this, plus the ability is a softer version of his current ult, though I still think it's fine if his back legs find use only when he's flanking/getting flanked or strafing a target particularly well. Time will tell how necessary it will be for him to use all of his S H O T G U N K N E E S
it looks like a lot of his damage is gonna be tied to using it well. as far as E goes I really just wish it was like a really fast spider-crawl instead of the weird half-jump he does.
I think he's gonna be a stormraiders kinda guy. i hate that keystone but for like 9/10 juggernauts it's too good to pass up. feels bad
[{quoted}](name=Big Lincoln,realm=NA,application-id=3ErqAdtq,discussion-id=shTL8B4l,comment-id=00050001000000010000,timestamp=2017-07-07T21:18:55.538+0000)
it looks like a lot of his damage is gonna be tied to using it well. as far as E goes I really just wish it was like a really fast spider-crawl instead of the weird half-jump he does.
I think he's gonna be a stormraiders kinda guy. i hate that keystone but for like 9/10 juggernauts it's too good to pass up. feels bad
But what if his machinegun lock on ability stacks fervor? Fervor would stack quickly and would be a bit too good to pass up.
There's always ghost flash to make up for no SRS
Someone from Rito said that each machingegun hit applies on-hit damage(albeit only 1/3rd of it), so I'd guess it applies fervor.
I thought you hate "ranged overlords". So just because he has "juggernaut" slapped on him, being ranged is fine now, huh? xD
350 range is barely ranged. Graves has more range than that. There are a ton of melee champions whos AA resets/enhancers extend their range that far.
Nope. Most AA resets give you +25 or +50 (if anything), with 200 base range at most for melee, so you definitely don't go to 350. Maybe Aatrox or Riven in R form, but that's all.
Illaoi w gives her basic attack exactly 350 range.
It's tied to a dash and put her at less than 350 range from her target. If you count that, you should count everything from Irelia to Jax through Xin Zao dashes.
But those aren't autos. And why did you argue with me when someone else gave the same info and you thanked them?
I thanked them because they did give more information than just Illaoi's dash range, and I "argued" with them just the same and told them that I wouldn't count Illaoi's dash.
If you bothered to read my other comments, do it entirely, and I think argue is a bit of a strong word in that context...
Sorry mate, I was tired when I wrote that.
No worries. I appreciate the follow-up :)
According to the wiki, Aatrox has 325 with ult and Riven just 200. The only melee champ with 350 enhanced auto is Illaoi with W.
At least if you don't count Rengars jump, Ekkos blink and Poppy's passive ranged attack.
I didn't bother checking the wiki, thank you for doing the tedious work.
I wouldn't count Rengar, Ekko or Illaoi as "enhanced attacks", more as forms of mobility, even if it's technically tied to a basic attack. Using the ability does move your champ, it's not just the same as a Garen or Nasus Q, or a Vi E. And if you count mobility and not just range, tons of melee champs have an area of threat bigger than 350. Maybe that's what Steelflame meant, but that's clearly not what he said.
I would count Poppy, though. But one exception does not validate "tons of champions".
Are u happy as Juggerlover ?
ya
This some good shit
the kneeeees
Do you have any initial worries about urgot's balance? Him being ranged for example, in my opinion, would make lanning against him for any melee top laner pretty difficult even if his abilities are on a high cooldown(that's my only worry).
probably going to be very short range, like graves
might even be less than that, and W slows himself
He also has no self heals so he relies on that range to lane.
He also has no self heals so he relies on that range to lane.
Yeah most all juggs have some form of sustain in their kit. Urgot doesn't.
w still has a shield in the video, that is his built in sustain. Deaths Dance works well in his current kit extremely well and seems to be good idea on his new kit too.
Just shoot his knees with a
, done.
Glad you like the R. It's the ability on the kit that has been there from pretty much first iteration to ship, and it was kinda one of the bigger bets we made on the design side for Urgot. It definitely went through iteration, but it has always been "drag them into the grinder." We have at least one hysterical video of older iterations that I'd love to share at some point down the line.
Glad you like the R. It's the ability on the kit that has been there from pretty much first iteration to ship, and it was kinda one of the bigger bets we made on the design side for Urgot. It definitely went through iteration, but it has always been "drag them into the grinder." We have at least one hysterical video of older iterations that I'd love to share at some point down the line.
Do you know how much % of enemy Hp it will take for the R pull the enemy in since in the video I'm not sure if it's representing it in game but it seem like it's takes enemy either be 20-30% hp to pull them in which is quite a lot to finally get to reactivate it again?
I believe Surrender@20 caught one of the designers saying that they have to be at or below 25% health. Once pulled in, it will deal that much damage to you, plus a little more, in true damage.
Even if the target being pulled in happens to get above 25% while being pulled in (say, a Raka ult before being killed), they still die.
So, once hooked by Urgot, you have nothing more but to accept your fate. That, or somehow pray your team can kill him before he reels you in, since that it is the only true way to stop his ult once hooked.
It's also been mentioned that Yas and Braum can wall the Ult chains and kayle, bard, and Kindred ults stop the kill if they are getting dragged in. No mention on Morgana being able to stop it so that's a wait and see.
In another thread a Rioter mentioned Trynd ult can keep him alive as well.
No word yet on Ryze ult.
I remember them saying on reddit you can QSS the ultimate. since it is a suppression.
25%, but as with most numbers, could possibly change with tuning.
Can you make Urgot taunt sion now?
Like where urgot says i can't hang out with you anymore because im cool now
Glad you like the R. It's the ability on the kit that has been there from pretty much first iteration to ship, and it was kinda one of the bigger bets we made on the design side for Urgot. It definitely went through iteration, but it has always been "drag them into the grinder." We have at least one hysterical video of older iterations that I'd love to share at some point down the line.
Meddler, most of these past reworks have made me sad or angry. But this...this makes me have hope. I fell in love with Urgot and was sad to lose him, but for once I am excited to have a champion I'm passionate about reworked. Wow.
Agreed, this looks fantastic! I personally had no idea that the devs would even keep Urgot in his current niche, yet the kit seems to preserve his jugger-marksman hybrid nature and make it work. The VGU process feels closer to Sion's than to Warwick's, as he definitely received some pretty drastic work (all of his abilities got changed pretty heavily), yet much of his core characteristics, including his lock-on, personal shield, crab legs, position swap, etc. still remain. I was worried after Galio's rework that VGUs would stop caring as much about a champion's previous identity, but this proved me wrong entirely.
One of the things I like the most about Urgot's new kit, besides his meaty ult, is his innate. Not only does it kick major thematic ass (S H O T G U N K N E E S), but it's one of those passives that really frames how a champion plays. Personally, I think a champion's innate is/should be the most important part of their kit, since it's available to them from the start and is therefore always on, and is the perfect opportunity to really set the foundation for a completely unique playstyle via a cool or unusual mechanic. In this case, I really feel it's going to force Urgot to play in a manner completely unique to him, and the fact that his entire basic ability set complements his innate means it's also likely going to feel organic to him (Urganic? Or, at least as organic as Urgot can get...), rather than a "minigame", as was the case for a few other additions to previous champion kits.
why release it so early though. I doubt itll be on 7.14.
why release it so early though. I doubt itll be on 7.14.
Ya i was questioning this too I thought Kayn was already shown that they would had save Urgot game play for the next patch after Kayn.
Ya i was questioning this too I thought Kayn was already shown that they would had save Urgot game play for the next patch after Kayn.
yea unless they play on releasing kayn and urgot on 7.14 together so evelynn and the next champ can make worlds.
Bruh if that happens I'd have a seizure on my chair.
Bruh if that happens I'd have a seizure on my chair.
well my logic is worlds is being played on 7.18. in the future champs article they said the game plan is new champ(kayn), urgot, new champ, eve. with only 4 patches left they have to tune it up if the want eve at worlds.
Riot has already stated that Eve won't be ready by the time of the Worlds patch