urgot

Desarrolladores Riot Games han comenzado a recoger algo de información sobre Urgot directamente por los jugadores de League of Legends para iniciar lo rework y visual update.

En un asunto oficial, que se puede encontrar más adelante, Meddler resume toda la consideración recogida.

No sabemos cuando tienes la reanudación, pero seguramente habrá cambios en los próximos días.

Usted ¿qué cambiarías de Urgot?

“Thanks for all the feedback and thoughts so far folks. Apologies for the lack responses to individual posts, between this thread and its counterparts on other forums there are a lot of posts to get through, so I’ve had to stick to just reading everything so far.

Based off this discussion, and our internal assessment of Urgot, I’ve got an initial plan for approaching changes to Urgot’s gameplay, as below. Please note that this work on Urgot will take a fair bit of time. We’ve got other projects that are currently higher priority (Preseason changes and follow up balancing in particular). As a result it’ll be quite a while before any changes actually get patched out (will update over the course of work though of course, particularly on how this direction is or isn’t panning out).

Urgot’s Core Theme/Fantasy:

  • Main battle tank (the sort with treads/a cannon, not the tank role). A heavy weapons platform that can both take a hit and hit back, hard, at range.
  • Monstrous and filled with hatred. No longer human.

Most Defining Elements of Urgot’s Gameplay:

  • E+Q homing combo.
  • Tanky playstyle and itemization, combined with the ability to deal damage from range. Does not play like an ADC.
  • Weaving of auto attacks and Q.

Biggest Gameplay Problems:

  • Insufficient counterplay on Q/E combo.
  • Lot of invisible power (to be shifted to visible power and/or given better feedback to improve visibility).
  • Unclear niche, resulting in some aspects of kit creating awkward moments of play.

Initial Direction to Explore:

  • Push Urgot into more of a ranged bruiser or tough, front line AD caster role (better thematic fit, more interesting than making him more of a standard AD ranged auto attacker).
  • Find a better way of offering homing Acid Hunters that give both more counterplay options for an enemy and more opportunity for skilled use by the Urgot player, in contrast to the current binary outcome (E+QQQ or nothing, with insufficient options for either player after the initial E shot).
  • Investigate fundamentally different options for passive and ult. Both do offer some good benefits, but also generate a lot of problems, power versus satisfaction (passive) and clash with core of kit (ult much of the time) in particular. Also potentially some missed opportunities r.e. abilities that offer more gameplay and capitalize better on Urgot’s theme.

Feedback on the above, and of course Urgot in general still, much appreciated!”

When asked if there are any plans to mess with Urgot’s shield, Meddler replied:

“Will certainly be considering opportunities for the shield, no firm plans yet though, particularly since it’s not a primary issue to address.”

When asked if Urgot would get a texture or visual update to along with these planned changes, Meddler replied:

“No immediate plans for a visual update or texture update. I expect we’ll do one for Urgot at some point, won’t be for a while though so taking the opportunity to look at his gameplay separately.”

As for Urgot’s R being drastically changed, he commented:

“If we do decide to change Urgot’s ult significantly (not a certainty at this point) then yes, it, or something very similar, would be a good option for a different champion. It’s an interesting ability, there are potentially better options for Urgot specifically however.”

Meddler also commented on Urgot falling off hard late game, saying:

“Ah, yeah, that’s one other important issue I forgot to mention that we’d like to address – he can fall off hard late game, unless really well fed/farmed, resulting in a feeling of ‘Win fast or you’re screwed’. Some of that’s more an issue of other players expecting him to perform like a standard Markman r.e. power curve, gut reaction is that there might also be some late game scaling issues worth looking into as well though.”