Talk:Urgot/@comment-26187239-20170719231958/@comment-26146288-20170720031246

Against minions. Not monsters. I do agree that W could use a bit of a CD buff, and its damage does feel a bit low. I don't like the idea of not having a really impactful core ability, but it does give you a pretty hefty shield and let you rapidly proc your passive, and that's where the damage really is. I feel as though the onhit damage being cut to one third effectiveness is too big a nerf considering most onhits give attackspeed which is already not a very attractive stat to begin with.

I'd say the onhit damage should be cut to 50% instead (for a net 150% total onhit damage per second), and the firerate should increase ala Garen's Judgement spins. Perhaps per level, instead of rank, letting you level it up for the current ratio increase, but granting 10/12/14/16/18/20 total attacks during the duration at levels 1/4/7/10/13/16 (vs the current 12 at all ranks). The passive total AD scaling would have to be cut down to ~70% to compensate.

This brings up an issue of counterplay, but there's already a fair amount built in where you Urgot just targets the closest thing unless you've been marked for purging, which isn't the hardest thing to avoid since he has to land a Q/E on you first. It would go a bit farther towards making Urgot feel like the unstoppable mountain of metal and flesh that he is, where Purge is suitably scary, and not just because he has shotgun knees.

Seriously. The knees fit with his entire body being a weapon, but they make no sense being his only real source of mayhem.