Gripes about New Urgot

ESeTyRC··5 votes·1,445 views

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:

  1. Old Urgot was an alternative to a long (very long) ranged AD carry, capable of killing literally anyone given enough time for DPS.

  2. 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.

  3. 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.

15 Comments

Tohob4 votes

I definitely completely agree. his role confusion was so strong riot, and many players, couldn't agree on what he was. adc? tank? caster? and i definitely feel riot was wrong in their decision that the correct answer was juggernaut.

i've owned urgot since season 2 and for me he's always been an artillery mage, like Ziggs or Xerath. 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.

it's nice to see someone else who isn't happy with the rework amongst the almost universal praise.

ESeTyRC1 votes

Yeah.. I can't understand how they took him and thought Juggernaut was his identity as opposed to tanky and slow Artillery either.

All pro's matches I've ever seen with Urgot also had Urgot used as Artillery more than anything.

I doubt anything will change, but maybe something new will fill the gap in the future.

sheldonbunny3 votes

The way you speak about this is how I felt about Galio's rework. I genuinely enjoy playing new Galio, but he really isn't anything like old Galio at all. I will admit you're the first i've heard speak like this. I would be interested in hearing a lot of Urgot mains give their perspective.

ESeTyRC1 votes

Thanks, mate.

I doubt many would be willing to speak up in this sea of praise for the rework.

I expect to be downvoted, but hope RIOT at least reads it.

xxxMadLionxxx3 votes

I get that you lost part of what you loved about the old Urgot, but you have to admit, if you think of his rework as a completely new champ and not as old urgot, it is a really well thought out kit.

I own Urgot and what I liked was his abillity for ap on hit builds. I'm pretty sure that will be lost on the rework, but I'm still looking forward to his new kit.

ESeTyRC1 votes

It is!

However, given that it's not a new champ and a replacement for one that exists, I feel this had to be written.

The niche filled by Urgot, as they seem to call it, has pretty much been emptied with Urgot's.. revision. The long range AD DPS (one of the few champs with no real Burst to speak of, I might add) that can go toe-to-toe with adcs and mages alike won't exist anymore.

I personally think old Urgot's version of being a ranged AD DPS is healthier than current iterations of ADCs are anyway - he can kill anyone. He just needs time because he has no burst (Q obviously can't crit and building crit on Urgot is asking to be killed).

Neutral Good2 votes

Jesus Christ, Urgot mains are whiny.

ESeTyRC5 votes

I'm sure you've met enough to make that statement.

Thanks for the bump.

Eternal7911 votes

Having been spending time on the Urgot Mains subreddit, I have to say that most aren't actually. There's only been a few that I've seen not like the new Urgot. I mean, sure, I'll miss old Urgot's kit cause it was pretty fun, but in the end, I'm just happy Urgot got the rework he deserved.

Eternal7912 votes

Several things from Urgot's old identity were kept actually. He still kytes a lot (maybe even more than before), and his old ult was kind of split up between his E and his new ult. He still has a lock on function and a shield on his W.

EDIT: Also his new Q is almost the same as his original E (even has a similar name for that matter).

ESeTyRC1 votes

I can see where you're coming from, and at first I thought so too, but the lack of range alone in his kit makes it so that this isn't the case. The abilities might seem similar at first, but the over gameplay and function has been completely altered.

1: Kiting: Old Urgot would Kite because with his Q / E, he effectively had more range than any ADC in the game. He was kiting THEM. The RANGED champions.

New Urgot has very short range overall. He'll be the one being kited now. The playstyle has changed. The only ones he'd still "kite" to any degree are short range champions. Who doesn't kite them?

2: Ultimate: I'm not sure what you meant about the ult, but it's seems like you're talking about how he can still suppress people on the new ult and his new E can throw people behind him.

His old ult range was NOT short once leveled to 2 and 3. It could be used to initiate, it could be used to escape, it could be used midfight to lock someone down. It was reliable.

The new E takes him close to the target and only activates if he collides with a target. It's unreliable. For his new kit, the distance he throws the target after a successful E is appropriate. It can't, however, replace the ability to suddenly displace a high priority target that was in the middle of the ENEMY team into the middle of YOUR team, where they have no help, while CCing the enemy with an AoE fear.

As for the new ult? I don't even know what to say about the suppression. It can only be used to execute. Can't be used to initiate. Can't even accomplish more than what the old ultimate did with the displacement and the "Fight me now or die" scenarios it created.

3: Old E was the equivalent to a marker that called down a barrage of artillery. This new Q... well. I'm guessing you're saying it's similar because it causes him to "lock on" supposedly and is a delayed AoE ability.

To put it breifly, his new Q can't be compared to his old E. His old E was a precursor to HOMING LONG RANGE (note that he lost the range) MISSILES that could hit targets that went invisible, stepped into brush, or dash around every few seconds reliably if it landed. Add on W and it helps lock down targets that would have gotten away easily with their dashes and speed boosts otherwise. It was basically a squishy killer.

New Q just lets him activate W and walk slowly around the target if possible. It's not long range, it ultimately slows him instead of the target (old W slowed), and leaves him more likely to be kited. It doesn't have the same function whatsoever.

.. I know it's a long reply, but it seemed elaboration was needed to identify how nothing has been kept from old Urgot, even if it seems like things were preserved.

Eternal7912 votes

I'm not saying Urgot isn't an entirely new champion. He is, and I really didn't expect anything different. I just find that I appreciate the little details that draw from Urgot's original design, no matter how different his overall gameplay is.

Though maybe I'm not as passionate about it cause I only started playing Urgot when they announced that he was the next rework after Galio (though I've come to love him since).

Also, I'm not sure Urgot will have that big of a problem with getting kyted since he's got the extra damage from his shotgun knees (which have okay range - albeit not as long as a lot of skill shots). He seems kinda anti-kytey to me.

ESeTyRC1 votes

Well, I didn't expect him to stay the same either, and I'm honestly still going to play Urgot. I only wrote this post since what made Urgot "URGOT" to me has been lost, even though Riot has been saying that they want to preserve what players of champions being reworked liked about them.

I suppose I'm trying to let them see that from my perspective, they've failed in doing that.

Urgot was definitely extremely long range DPS. He's.. uh.. well, looks like he'll be more like Gnar now. Keep enemies close and jump into melee range now and then till they're dead or something like that.

I'm not sure what he'll be doing can be called kiting though when he's still getting hit by everyone with longer range than him in his new kit. The idea for kiting is to shoot while avoiding getting shot after all.. Anti-melee is what I'd define his new kit as if anything. Fiora or those auto-based skirmishers that circle around everywhere? Hahah. Ha.

TheDevice2 votes

you unloaded a lot of speculation about how he's going to play. Personally I think he's going to be a complete beast. You added all these things he can do.. that was the issue. Thats what made him a balancing nightmare.

He was tanky He had extremely long tabtarget lock on He had a suppression ult that put him in the middle of a fight half the time (to make use of his long range?)

I mean this is why the tankier adc's (graves and... uh graves i guess) have shorter range. It just fits.

Remember when Xerath had that weird defensive passive? Utterly useless.

He remains more akin to his fantasy than say sion did XD.

ESeTyRC1 votes

Sounds to me like you're the one unloading speculation. If you played Urgot to any extent you'd know that:

  1. He was only tanky conditionally. Hell, almost all his success is from conditional situations. W shielding? If you used it to take hits, you probably lost the permaslow. Used it to permaslow? You took damage. He's not innately tanky without it and needs to build defensive items. Ultimate damage-reduction? It's his ultimate and it does no damage of its own nor does it last that long, since 1 second of the d.r. is spent while channeling. Stands to reason that he gets a few seconds of fighting with some advantage.

  2. Tabtarget? You still have to land E. No E, no homing missiles. It's a delayed AoE on a high cooldown and you still have to maintain distance to the target and hover over the target for Q.

  3. The suppression was something that required more decision making than the new ult. If you ended up in the middle of the enemy team, you get an AoE fear. No one said you have to stay there. In fact, you will probably die if you do, so it should make sense for actual Urgot players that you don't stay in the middle of the enemy team after ulting. You move while they are feared to make use of the range. Surprise!

More from Gameplay

More by ESeTyRC