Gripes about New Urgot
Hi, let me start by saying that I see a lot of praise for the new Urgot, so I'm mainly writing this to express my views on this rework as a player that regularly used old Urgot.
This is the first time a champion I genuinely liked was changed completely, so I may be a bit salty deep down.
Here we go.
What I liked about Old Urgot:
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Old Urgot was an alternative to a long (very long) ranged AD carry, capable of killing literally anyone given enough time for DPS.
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He had enough built in defenses through shielding and damage-reduction to take his fair share of hits, which helped deal with the genuises that brought squishy mage supports to bot lane and couldn't peel for the adc.
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Old Urgot could also, with his Ult, initiate fights, peel for his squishier teammates, or force his way out of disadvantageous situations.
Old Urgot could shred armor with E, stick to targets with intact Ws, and fire long range homing Qs to deal with the excessively popular and mobile Champs that are omnipresent in my matches.
He had range AND DPS when used correctly.
Old Urgot could genuinely fight multiple opponents at once as long they didnt get the chance to pile on together (Single Target vs whole team doesn't pan out well. Go figure).
He could take hits and dish out enough damage of his own at range to fight on par with bruisers, assassins, mages, and adcs.
Urgot was literally the TANK of League. The one with blazing cannons. The one that demonlished opponents with long range bombardments and covered for allies.
Assassin jumped our squishy? Ult and kill. Have a high priority target that needs killing? Ult from over a wall and let your team vent while you duke it out with the damage reduction.
Old Urgot was powerful long-ranged ability based and mana-gated DPS that had both reliability and unreliability and a solid mix of damage (dps, not burst), and durability.
New Urgot though??? Nothing's been preserved from Old Urgot.
Now, I will admit that I am looking forward to play the new incarnation of Urgot, but I am also SEVERELY DISAPPOINTED by the fact that Urgot's lost what identified him as URGOT to me.
He has no continous long range barrage of damage.
He has no way to reliably hit all the Champs that flit around every few seconds, which landing an E or multiple Qs used to accomplish.
His new short range kit practically screams "Come shoot me adc! I probably can't hit you anyway!"
Dash? Psh. Even Caitlyn with her insane base auto range has a dash. What can it accomplish that long range Qs didn't do better?
How about W? It won't stop Urgot from being kited when his W slows him. Resist slows for a self-slow. Sure. This is in trade for a mana scaling shield that slowed ENEMIES instead.
The ult? Ridiculous. A reliable point and click suppression + self damage reduction + swapping places (very unique) + slow on target + AoE fear around Urgot...
For some Ult that needs to be landed as a skillshot then is only usable if the enemy falls below a HP threshhold?? And even then allows revives??? And if they were invincible before becoming untargetable (after recast) they still survive??
Useless. If an enemy was 25%hp as old Urgot? They were going to be run down and killed anyway. Reliably. With slows and Es and Qs. At long range or at short if need be.
All this rework has done is destroy the long ranged anti-adc / squishy / hyper mobile ****er killer for another type of Graves.
or
. his range was always the thing that stood out to me as the thing that made him urgot and i'm very sad to see that this defining characteristic was what they decided was least important to preserve.