User blog comment:Kenetron/Urgot Full relaunch/@comment-24057740-20141010134052

His ulti should (root himeself at the new location (maybee)), but apllying his full passive the second he lands. His passive should start after 1,5s stands idle and increase it's range until ~4s when he reaches maximum range. The Movementspeed should only be giving when he reaches max range.

I like the idea, but it doesn't solve the problem, that when Urgot is good,  he is too good. The Problem is in his Q targeting/range and his ability to completly criple the enemy (no counterplay). When Urgot was popular, he hit's you with 1 bomb, and just Triple Qs your half life away. You can't escape (cause of the slow and crazy range) and you can't fight him (reduced dmg from passive + his shield). So he recieved nerf after nerf until he got destroyed (they don't want to deal with this problem). Your rework (sad to say) doesn't adress this problems. If you have the cance to increase your range near the mobwave/the enemy tower, your enemy has no chance because you will outrange him, and your Q reduces dmg is garanteed to hit and slows, so even if he can close the distance (as adc well even as bruiser) he can't fight back. And your slow on Q + your speedbuff help you to escape from ganks. I realy like the Q targeting and think it should be kept in some way, but Urgot have to change somehow.