In-Depth Design Explanation: thoughts for an Urgot rework.
First of all this thread is not written in a tone of forcing an idea, so please save your hateposts.
Here is my view of Urgot that is currently on live: Urgot is a ranged AD carry who relies on skillshots and mana to extend his natural range and achieve his pressure potential with followup homing missles after his poison got him a target to lock on. The missle range is higher than the poison's range and the idea leaves us with a well balanced ranged ADC who has to put himself at risk for short windows to get access to his opressive playstyle instead of medium-short range farming, and he pays heavily with mana to keep up this pressure. So far we have a champion that has quite easy accessability for players and 2 entirely different managment system to master for good players (resources since he is skillspam reliant and zoning game with a nice risk and reward key behind the mechanism logic).
Now, the problem with Urgot in my opinion is that the rest of his kit: passive shield ultimate ... is not quite contributing to the base idea of Q and E which in opinion defines and should define Urgot. I find myself using the shield early on almost exclusively for it's secondary slow effect added to Q, which from a design standpoint is definitly not what a shield is made for. Later on the shield is really needed AS a shield, but due to lacking power (effective defense) it feels quite useless. The recent PBE changes making it scaling with maximum mana sound like a good direction and hopefully making it to live servers aswell but without an overhaul it's not much but a bandaid to keep him on the edge of never played-sometimes played roster. The other main problematic part of his kit is obviously his ultimate. This forum (according to my memories of tons of red posts about it through the past months, well, sadly years) has seen many explanation of why it is completely out of context for a champion like him to have an R like his, so if you allow me I'd skip this part and jump straight to my rework idea.
The fantasy of Urgot for me: The way I see Urgot is that he is an abomination as a living being and exists for no other reason just to spread terror and butcher brutality in battles. Being disfunctional as a living being and person due to his modified body keeping him back from dead, he is fulfilling this lore fantasy well in game when we look at his opressive mechanism and the whole charged up machine thing fits well his resource managment. However this fantasy collapses the moment Urgot reaches level 6, not offering anything useful to contribute to this fantasy, making him a weird pulling trickster that would fit Blitz or Shaco more. In my opinion his ultimate should push him to the extreme of bloodthirst and butchering, while keeping the ingame mechanism options offering a decision lategame that he has earlygame right now: be an opressive sniper with safe distance with controlled damage (E+Q current mechanism) or take huge risks to increase your damage output in close range.
Ability reworks: W (shield): Terror Capacitor The shield's power scales with maximum mana. The slowing secondary effect is removed, the shield duration is reduced to make is a short situational skill like spellshields. Here comes the tricky part: when the shield is active, Urgot recieves MASSIVE armor and magic resist boost on top of the flat HP shield scaling with mana. If the shield expires naturally (by time) it goes a long cooldown and it's mana cost is reset. If the shield gets depleted by recieving damage, it's cooldown is instantly reset but has a highly increased mana cost (mechanism similar to Kassadin's R, but since Urgot lacks any kind of mobility and relies on Q spam to deal damage, mana cost scaling should be definitly more forgiving in comparsion to Kassadin's constnatly double-stacking costs), changes visually, no longer provides flat HP defense but increases armor and mres bonus with each new cast (obviously infinite flat HP shield is game breaking, and it must be visually made clear when the shield changes. Can be simply red and full of hexagon holes representing it's battle-tested state, broken flat HP part and bloodthirst of Urgot by red color). Can stack up to 5 times, providing 2x / 2,25x effective mres compared to level 1 on 5 stacks in exchange for the high mana costs. It is a decision to make: either Q spam or W spam with autoattacks).
R (enrage?): Blood all over Context: Urgot's R on activation is a mix of passive stat increase (I know RIOT doesn't really likes these kind of abilities nowadays, but it has important decision in the whole context so keep reading) and passive ability buffing. I said on activation, so please keep in mind these effects are not passively buffing him all the time The idea is to fulfill a lore fantasy of a bloodthirsty man living in a disgusting half-dead body kept alive by machines going mad and running amok butchering everything nearby, and madly throwing his sawblades everywhere - while from gameplay perspective keeping this ability as a controlled without gameplay or visual noise and also offering the close range / long range choice I mentioned, which decision is not really in the game now after early laning phase. On activation: recieves increased attack speed (scaling with R level) Q: Becomes charged with electricity (preferably green colored) dealing directly targeted AoE damage (spreading) dealing half (or certain %) of Q's damage. E: Urgot can cast two corrosive charges the first time he uses his ultimate.
**Followup Context: ** On ultimate activation Urgot recieves buffs that offer him a choice of going in close range to profit from his increased attack speed, or staying ranged not profiting at all from his attack speed buffs, but becomes a more deadly sniper for the duration of his ultimate. Q's new electricity is a spreading effect (think of Varus or Brand ultimate, or just Statikk Shiv) and effects ONLY targets marked with corrosive charge. With activation of Urgot's ultimate he can cast Corrosive Charge twice after each other without cooldown (goes back to normal after), so the player's sniper skills and movement prediction heavily effects how effective he'll be if he decides to go sniper-style with his ult - less targets hit, the less effective Q's spread damage will be in a teamfight. To make this relatively restricted to long-range plays (preventing Urgot from profiting from this if he goes close-range machinegun style) there is a low-medium range resitrction about how close corrosive charge marked targets need to be to each other - if they are too far, the electric arc won't jump. If the player chooses to play the close range way of Urgot like he does when he is in the laning phase, the increased attack speed should provide enough firepower to make it a viable option (% attack speed should be high and it is easy to balance later on) compared to the cooldown-timegated E+Q long range combos, and also should feel rewarding for the close range risk he takes: for which he has his new shield, good enough to keep him alive for a while to put out some of his firepower potential at least. Damage potential of this playstyle should be higher than longrange sniping which focuses on spreading damage while close range is more dueling focused.
Thoughts, reviews of my ideas are welcome.