Squad5 (NA)
: Ornn changes on PBE
{{champion:516}} **YES, UNSTOPPABLE !** {{champion:516}} These changes are good but if the shield on the W get removed Ornn might need more **sustain** to survive short trades in lane. And I dont think the reduction of the mana cost will help because Catalyst {{item:3010}} will now heal **less** on these trades. The mana crystals people buy on Ornn are usually for Catalyst {{item:3010}} and Glacial Shroud {{item:3024}} which are very strong **tank items** (Ornn don't feel like he had mana issues without them) and I usually build at least one of them before 10 minutes. Abyssal Mask {{item:3001}} is very strong and hard to bypass on a balanced damage team. FH {{item:3110}} /Gauntlet{{item:3025}} is like the armor counterpart. If you keep these mana costs you might **pump up his health regen** aswell. -- Gladly, a 100k+ Ornn player. {{champion:516}}
: Why not give Udyr two extra Skill Points? Just wondering
That is not easy, because this kind of changes would require more attention. And throwing it mindlessly into the game and see if people complains about it or not is not how balancing works. If Udyr comes to be the first champ able to hit 20, they may have to watch closely how it would affect his late game power (mostly his scalings). I still pretty enhusiastic about that change and I fully support it because we might see some interesting builds coming up. {{champion:77}} YAY! As rioters said in last week thread, they're looking for balancing his weaknesses by reducing them rather than adding new things to offset. Otherwise, i think the changes most people are expecting are number changes. [GoLéon's propostions](http://boards.na.leagueoflegends.com/en/c/developer-corner/KNuNturc-quick-gameplay-thoughts-march-7?comment=0028) are interesting number tunings because Udyr's late game power would be the exact same as it is right now which is pretty healthy IMO.
: A Udyr veteran speaks out about Udyr's current state
The only way I manage to be relevant in a game Phoenix Udyr is when I build some tankiness and utility. It's damage are too low if you don't build a lot of AP and giving up tankiness (except with Abyssal but that's only one "nice" item). I know Riot is considering him as a Juggernaut (high damage with decent scaling to allow the champion to build health/ar/mr with some damage) but that's not how he feels right now unless with some Tiger build. But here comes the problem: AP juggernauts are not a thing, there are AP tanks (strong base damage with low scaling but provides a lot of utility), a class where Udyr doesn't fit on his actual state due to his utility being defined in some part by his movement speed.
: If I'm not mistaken, it's appearing this way due to the darker gradient that overlays on part of the image to ensure that buttons, text, etc. are more readable. I don't believe Udyr is due for a new doo.
> [{quoted}](name=CapnBranFlakes,realm=NA,application-id=2E4zVIwd,discussion-id=RWm0KqFV,comment-id=0000,timestamp=2016-06-01T20:38:14.964+0000) > > If I'm not mistaken, it's appearing this way due to the darker gradient that overlays on part of the image to ensure that buttons, text, etc. are more readable. I don't believe Udyr is due for a new doo. Is that only a gradient effect from the client ? The beard looks smoother, like he was just coming from the barbershop. {{champion:77}} It's quite different than the in-game splash, the color is really close to his pelt's. I know artists usually have different versions of the same splash with more or less details. That's a bit confusing but hey now I can tell my friends in the lobby that Udyr is a wizard that can change his hair in few seconds. :D
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