A little love for the asthmatic fatman? Urgot improvement idea.
I'm bringing this over here in the hopes it'll get more attention. As posted in http://forums.na.leagueoflegends.com/board/showthread.php?t=4035730&page=89
Having been playing Urgot for quite a few games over the past week and getting rather comfortable with his ups and downs, I have a few suggestions that might make him a little better.
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Keep the interaction between his E and Q. This feels like his iconic "thing" so far: The reward of landing the E to give the Q that range and homing allows him to fight back against longer ranged AD carries.
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Keep his current move speed. With the range of an E-affected Acid Hunter, having him any faster wouldn't give anyone a chance to ever get out of range of it.
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Give him a slight buff to either mana per level, or mana regen. As is, without the help of Soraka, or rushing Manamune, you're going to shoot your wad really fast and be sitting there with your pants down for a very long time.
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Passive - Zaun-Touched Bolt Augmenter - Lower the duration to 1.5 - 2 seconds, as if you're in range to land an AA or Acid Hunter, it will be re-applied long before the 2.5 seconds is up.
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Acid Hunter - These are fine, as-is. As a skillshot that hit minions, you can't cheese your way through a wave to poke the enemy ADC, which I believe keeps the power level of the E>Q in check.
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Noxian Corrosive Charge - A projectile speed increase, or larger detonation radius would help cull the chances of missing that E altogether and then being stuck with just the Q skillshot to fight back when the enemy AD carry gets in range of their AA but out of range of yours and/or behind minions so your Q won't hit. It doesn't have to be as fast as his Q or have a ridiculous radius, just a slight bump. So you're not having to get into "please gank me" range, in order to lead it ahead of your target which, after taking a couple, the enemy is going to start running away when they see you move close.
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Terror Capacitor - I would say to give it a very low AD scaling on the damage absorption: Maybe 0.3 or 0.4. Remove the slow effect and replace it with a Move Speed boost to give him some kind of escape, but with a moderate to long cooldown. Shot in the dark, 60 second maybe, since he stacks CDR and you dont want it to be up all the time as to prevent E>W>Q kiting from Half Court.
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Hyper-Kinetic Position Reverser - This thing. Really situational and really against the idea of a ranged character. Unless you're building really tanky, this will almost always put you in a bad situation. Instead of a position swap, why not make it more in-line with his Damage Reduction/Armor Shred gimmick and have it work like Morgana's ult:
-Channeled cast range that you have to stay inside, or the effect ends. Rather than switching places, have it drain Armor and MR, or conversely lower Attack Damage and Ability Power, from the target for the duration of the channel in tics like a DoT.