I am not sure why you are arguing about this when we basically do not know any concrete information about how the new dragon champ looks like, how he plays, etc. Just wait for more proper information on the subject I'd say.
Meanwhile, now, since there were some notable changes to Urgot on the PBE that have now been reverted... How would YOU change/rework him into something balanceable and healthy for the game, preferrably without changing his identity? That is to say, keep his place-swapping ultimate, and keep his dual-nature of pokey + tankey (but probably force the player to choose between focusing on one or the other in a given game, or go in-between).
For the ultimate, I would think it'd make sense if 1. the range was increased, but rather than suppressing the target instantly before swapping some time after, the ult formed a tether to the champ in question and then performed the swap (with only a very brief suppression of 0.5s or so maybe) lets say 2 seconds later if it isn't broken (i.e. the distance between the two increases another lets say 200 units or something). If it breaks, part (half?) of the cd is refunded.
This would make the ability interesting again by allowing it to do what it is supposed to: swapping places with another champion rather than being a glorified low-range point and click stun. With interesting potential for counterplay!
For the rest of his kit, I was thinking. If I am not mistaken, a large reason for why he is obnoxious/unhealthy is because if you get hit with a single Corrosive Charge, you will get your face Acid-Hunted off. I wonder if you could improve this pattern by, well, making it so that a corrosive charge is not enough by itself is not enough for that:
What I would try would be to
1. make his passive a stackable debuff, up to N (4 or 3, possibly 5?) times.
2. make it so corrosive charge applies N-1 stacks of the passive
3. make it so acid hunter homes in on enemies that have N stacks of the passive.
By forcing Urgot to have landed at least one autoattack in recent times if he wants to get a parade of acid hunters going, he cannot just destroy the enemy with pot-shots, instead forcing him to take some risk. But after an elongated trade, you might just be able to finish off the opponent with the acid hunters anyway if you got enough autoattacks off. Plus, being able to reduce the damage dealt by all enemies in an area by 15% or so provides additional utility and makes it more possible to survive after a swap, even when not building super tanky.
For the Terror Capacitator, you could then do the following: 1. make the shield scale with bonus HP so that building tanky-ish is more viable, and 2. make it so that nearby enemies (lets say in a range slighly above urgot's auto-range) are feared, either if they have N stacks of the passive, or by a small amount based on the number of passive stacks.
Basically due to the changes I would want for the ultimate, I think he would need some form of CC elsewhere in his kit, in a way that gels well with it but is not a simple "push button, CC everything kinda way". And "Terror Capacitator" (plus Urgot's theme in general) would make fear a fitting candidate there.
Due to adding counterplay etc. to his abilities and play patterns, his numbers would hypothetically be allowed to increase to a point where he is viable.
...thoughts on my own pointless thoughts? :v