[Rework Concept] Varus
I think that both
and
are not in a good spot (That's just my opinion an it's probably because of the meta), but because
is much harder for me to think of in terms of rework, I'd like to start with some ideas on
. My friend plays
really well an I thought I could think of a way to slightly refresh his kit while still preserving the symbiosis. I like the Charge mechanic on his Q. In fact this whole rework idea I have on him will revolve around his charge mechanic.
New* Passive: Suffuse Recurve
As
charges his abilities he ramps up movement speed during his charge. When he reaches max charge he recovers his lost movement speed, an until he fires his spells or it's charge duration ends he continues to gain movement to a cap of +2% (At the start) / +5% (At level 6) / +10% movement speed (At level 11) / +15% (At level 16). Additionally killing a unit grants
+2 / +4 / +6 on hit magic damage for 6 seconds.
I really think if is going to need be tweaked to give him more mobility this passive should do the trick. Also I was unsure of the on hit magic damage, but I wanted something similar to replace Living Vengeance. Something with a deadly feel that would last as long as his attack speed modifier that I moved to his W (More on that later)
Changed* Q: Piercing Arrow
First Cast:
begins channeling his next shot, gradually increasing the range and damage of Piercing Arrow over the next 2.5 seconds.
can still move while channeling, but can't auto attack or use his other abilities, and his movement speed is slowed by 20%. After 5 seconds, Piercing Arrow is automatically cancelled, going on full cooldown and refunding half of its mana cost.
Second Cast:
fires, dealing physical damage to all enemies in the arrow's path, reduced by 15% per enemy hit (down to a minimum of 33%).
I wanted to hinder him a bit making this spell feel more worth while when he fully primed it. He would have an extra 2.5 seconds of bonus movement speed that he could use to escape or chase. An if he didn't cast the spell he can just get refunded for half the mana cost. This feels over powered at the moment for me personally.
Changed* W: Blighted Quiver
Passive:
' basic attacks deal bonus magic damage. They also apply Blighted Quiver Blight for 6 seconds, stacking up to 3 times. On a minion or monster kill,
gains 20% attack speed for 3 seconds. On a champion kill or assist, gains 30% attack speed for 6 seconds.
' other abilities detonate Blight, dealing magic damage equal to a percentage of the target's maximum health per stack. This damage is capped at 360 against monsters.
It made more sense to add on another Passive onto his W. This isn't his Champion Passive so I nerfed it a bit by only giving 30% attack speed when killing champions. He's a Marksman and needs a attack speed modifier of sorts so his passive should be kept to an extent.
Changed* E: Hail of Arrows
First Cast:
commences storing up an increase of dissolute arrows, gradually increasing the radius, damage, and slow duration of Hail of Arrows over the next 2 seconds.
can still move while channeling, but can't auto attack or use his other abilities, and his movement speed is slowed by 6%. After 4 seconds, Hail of Arrows is automatically cancelled, going on full cooldown and refunding 30% of its mana cost.
Second Cast:
unleashes a hail of arrows at target location that deals physical damage and desecrates the ground for 4 seconds. The slow starts at 20% at the start of the cast - 35% at the middle - 45% at the end. This slow decreases to 0% over it's duration, but can be reapplied by touching the Desecrated Ground.
Desecrated Ground inflicts Grievous Wounds and slows enemy movement speed.
Duration: 1.5 / 2 / 3 / 3.5 / 4 seconds.
This spell screams op to me when I think of changing it to what it is now. I gave it a lower charge up than his Q so that this could be used as a quick escape, but even then you don't have to charge much because it still slows quite heavily for 20% as soon as it's used. But I thought the damage could be reduced until fully charged. I also gave the slow a very weak duration at some stages leading up to what it is now. I implemented giving a slow decrease over time, but can be reapplied if the target walks through or stays on the Desecrated Ground. (Slow applied again simply by touching) I opted to switch the duration of the slow with the strength of the slow, so the duration scales with the spells level, but the strength is increased to 45% just through charging. The radius of this spell should be the size of
's Dark Sphere at it's initial cast, its original size at 35%, and finally a slightly larger version at 45% (No examples).
Changed* R: Chain of Corruption
First Cast:
starts charging his bolt of animosity, exceedingly increasing the Snare duration and Infection speed over the next 1.5 seconds.
can still move while channeling, but can't auto attack or use his other abilities, and his movement speed is slowed by 10%. After 2.5 seconds, Chain of Corruption is automatically cancelled, going on half it's cooldown and refunding 75% of its mana cost.
Second Cast:
flings out a tendril of corruption that infects the first enemy champion hit, dealing magic damage and rooting them for 1.5 - 2 seconds. (1.5 seconds at the start and 2 seconds at the end of charging for 1.5 seconds)
The corruption then attempts to spread towards enemy champions within 550 range, applying the same damage and root if they stay within 600 range of the infected champion for 2 seconds. The corruption increases it's speed of infection by +5% if it was charged to 1.5 seconds on its first cast. The corruption will continue to spread until there are no further targets in range, but each champion may only be infected once per cast.
Will continue to spread even if the first target dies or becomes free of the snare.
I don't want his ultimate to be overly complicated or for it to have
wait too long before he can shoot his spell. But I wanted to give this spell more power when fully primed. The spell's damage output is the same throughout all stages of charging. Its utility has been changed though. It's weaker early on when used as an escape or as a quick engage, but when fully powered it should give him the original snare time he has now, but also allow for him not to rely on allied cc or enemies too grouped for it to spread. In all honesty he could reduce his AP scaling on this ability to (+80%) or (+90%) instead of +(100%), then again I kinda nerfed it on its initial cast so maybe no nerf in damage at all then. =/
Thanks for reading. Rito Pls!
http://community.na.leagueoflegends.com/en/c/champions-skins/Bw0B2h6t-shen-rework