User blog comment:LivesByProxy/Let's Talk About Urgot/@comment-1330314-20160517094625

You've made a very good choice in picking Urgot as a champion to explore and brainstorm with several other people. He's a champion who's in notoriously desperate need of a rework and manages to have a massive internal thematic mismatch, along with severe gameplay issues, while still having a kind of identity most players can invoke without quite putting their finger on it.

On that matter, I feel Urgot's core themes are a little different from what you mentioned, though I think you have the right impression. It's true that Urgot's a living war machine, but then again so is Sion, and the two are very different. I think what really makes Urgot's identity is that he's this horrifically deformed weaponized abomination, twisted and modded to the point of losing nearly all of his humanity. He's kind of a mirror to Sion: while the latter was turned into a mindless bloodthirsty monster (at least, more so than during his lifetime), Urgot retained a much better degree of intelligence, all while being trapped in a massive hulk of flesh and metal. There's a whole wealth of psychological and body horror themes to be explored with him (imagine being trapped inside a body that's no longer you're own, and forever prevented from dying), and I think you should amp that up on his kit, though you've done a really good job with him already. Here's my feedback on his kit in its current state:
 * Acid-Touched Armaments is a perfect fit for an anti-marksman marksman, and a disarming effect would be a lot more visible than damage reduction. My advice here would be to make the disarm effect automatic, instead of conditional upon the target attacking (they're prevented from attacking either way, so might as well disarm them immediately), but other than that it looks pretty nice.
 * Augmented Zaunite Bolts is a pretty cool ability, and removing the lock-on effect would go a long way in making it healthy. The pass-through effect looks cool, though perhaps there's more to be explored here.
 * Making Terror Capacitor more effective against projectiles is a nice touch, though there are probably more ways of implementing such an effect. Having Urgot fear nearby targets is fantastic, though it might be better to find a mode of application that doesn't skirt so close to Sion's own shield (then again, it might make for an interesting thematic parallel).
 * Noxian Mortar Shell looks like a fine, simple ability. I'm not a fan of resistance reductions in general, and such an effect skews slightly more towards anti-tank power rather than anti-marksman damage (flat reduction works better against squishies), but it's not the worst part of his live kit and could be worth keeping.
 * I feel you might need another ultimate for Urgot. Affecting enemy projectiles is an extremely reactive move, so forcing Urgot to channel is very likely not going to work well at all with a projectile reversal effect. I have honestly no clear idea on how to rework Urgot, but I'd go for something that would bring him closer to a walking weapons platform, i.e. a tank in the classical sense (big, tough, mobile heavy artillery).

The above kit likely has some ways to go before turning into the dream Urgot, but you and everyone on this thread have made massive leaps in giving him a clearer niche and theme, as well as significantly improving his gameplay. Opening up this blog post was a great idea, and I'll be following it closely (and hopefully participating at least a little :P).