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The Truer Evolution 3rd

RiotSolcrushed··85 votes·64,320 views

http://imgur.com/bBtDMim

Fleshlings, the time of the Glorious Evolution is nigh!

Viktor will be hitting the PBE very soon (hopefully tomorrow). and I am here to give you the numbers & mechanics changes we have for the upcoming PBE patch.

Here are screenshots of the tooltips, I will be adding notes for the changes that cannot be discerned from them. Are you ready?

General

Basic attack frames sped up

Passive: Glorious Evolution

http://imgur.com/OirU8Ii

Viktor starts with a Prototype Hex Core that he can upgrade 3 times for 1000 gold each. Each upgrade grants +25 AP, +150 Mana and +1 AP per level, cumulating in +75AP, +6 AP per level, +500 Mana for the Perfect Hex Core. Each upgrade will allow Viktor to augment one of his basic abilities and when Viktor has upgraded all 3, the Chaos Storm will be augmented also.

Q: Siphon Power

http://imgur.com/IVy3kFU

Range changed to use bounding boxes (Effectively 100 range increase) Cooldown changed to 10/8.5/7/5.5/4 Damage reduced to 40/60/80/100/120 (+0.2AP) Empowered autoattack that deals 15~250 (depending on Viktor's level) (+0.5AP) bonus magic damage on next basic attack. NOTE: The entirety of the damage of the next basic attack is converted to magic (ex: Poppy Q) Shield amount changed to 30/50/70/90/110 (+0.2AP) Shield and speed boost (Augment) duration reduced to 2.5 Shield, speed boost and empower all granted immediately upon cast

W: Gravity Field

http://imgur.com/aXVUEgh

Range increased to 700 Particle starts playing as soon as Viktor starts cast, time between start of cast and enemy being slowed is unchanged Stunned enemies are no longer affected by the slow

E: Death Ray

http://imgur.com/O0DDWp1

Augment Explosion missile speed significantly faster than the original laser

R: Chaos Storm

http://imgur.com/yRs2gnp

Cast time reduced to 0.25 (from 0.33) Cooldown reduced to 120/110/100 Radius of initial impact increased to 325 (from 250) Radius of DOT zone reduced to 325 (from 350) Storm always moves at maximum speed when moving towards Viktor DOT damage changed to 30/60/90 (+0.2AP) DOT damage interval now 0.5 seconds (from 0.25) No longer silences on impact, interrupts channels instead

FEEDBACK POINTS ONCE YOU HAVE THE CHANCE TO PLAY HIM IN PBE

  1. How do you feel about his abilities working with each other, do they have a natural flow to them?
  2. How enticing are the augments in various points in the game? When / what do you think is the best time / order to upgrade them?
  3. Do you notice an improvement in the usability of Chaos Storm? / How does Chaos Storm feel to use for you as a player new to Viktor?
  4. Is the damage on the empowered attack on Siphon Power adequate during all phases of the game? If not, when does it feel out of line?

324 Comments

lceman130 votes

For the love of everything that is holy please do not continue to add "interrupts channels" into the game. It's such an incredibly underwhelming ability characteristic. I'd rather have a 0.1s silence than a channel interrupt. It's far, far too niche to be considered good. It's just plain awful.

Lord Graves III43 votes

I actually agree with this guy. They are functionally similar and a short silence feels better. There just aren't enough decent channels, and you can't interrupt spells with long cast times (lux or ezreal ult), so it just feels meh.

Jakè Sully42 votes

I actually agree with this guy. They are functionally similar and a short silence feels better.

FUNCTION OVER FORM!

Goumindong22 votes

The silence is integral to keeping people in his W and not having them flash away. So the lack of silence is functionally weaker.

BlazingSalvo5 votes

It would be nice if "Interrupts Channels" did stop normally unstoppable channels like Lux or Ezreal. :^)

How cool would that be?

Dantilq18 votes

The issue with short silences is that they feel awful to play against. They easily mess up your combos, and the time is so short you don't fully notice.

Like you think you use an item, because you clicked it, or ability or summoner, and then you notice it never went off because you was silenced for 0.1 sec exactly when you tried to use it. And if you know you are to be about to be silenced it doesn't really change much of anything and just use it 0.1 sec later.

The ONLY thing it does is to interrupt your flow, it doesn't have any strategical extra usages, the timing window is too short for people to properly use it. And opponent never thinks "yea I am gonna use my silence right now so he messes up his zhonyas and fail his combo" It's just 0.1 second so it is not really enough to do it right.

Either have a proper silence of at least 1sec, or simply channel-interrupt. Anything else just feels awful, and gives extremely limited strategical usage.

Avalon Bright6 votes

The issue with short silences is that they feel awful to play against.

And channel interrupts don't?! "Welp, time to ult with Miss Fo--NOPE!" "BOY SURE GLAD I WASTED THAT NEXT MINUTE!" Not like channeled abilities don't have enough downside by sticking you in place, as well as being disabled by literally everything.

Wertilq5 votes

Channeled abilities make up for being channeled through being super high impact. Miss Fortune ultimate is extremely strong, and if you position in well you can chunk whole enemy team. You know the risk of using it, and that it can be interrupted.

If it wasn't possible to interrupt it, it would be much weaker instead.

psloan20 votes

one would say that interrupting the flow is a strategic usage.

if its 0.1 or 1 sec its still better to have a silence then to have a "interrupts channel" there are lots of assassins that dont have channeled abilities and the short silence provides a window (even if it is short) for some counterplay while the channel is so niche it wouldnt really provide much help

Wertilq11 votes

But interrupting flow is not really a good way for it. And if you learn to handle it, you just mash the keys a few extra times.

Maintaining flow and feeling is important, if you are to disrupt it you need to do it decisively so when someone does it to you, you know "AHA he did this, so I better do that!"

Don't underestimate interrupt channels, there are loads of high-impact plays you can do with an interrupt, especially a long range ground targeted one like Viktor's. Roughly 20% of the champs have channels that can be interrupted, and teleport summoner can be interrupted as well, and IIRC you can interrupt recall throughout whole recall if you use interrupts.

Ralantha11 votes

For the love of everything that is holy please do not continue to add "interrupts channels" into the game. It's such an incredibly underwhelming ability characteristic. I'd rather have a 0.1s silence than a channel interrupt. It's far, far too niche to be considered good. It's just plain awful.

I agree. There's not a lot of channeled abilities in the game for this to be effective. There's the Fiddle drain/ult and Malz' ult.. what else is channeled?

Dantilq11 votes

Warwick ulti, Nunu ulti, Fiddlestick ulti/drain, Anivia ulti, Vel'koz ulti, Caitlyn Ulti, Galio ulti, Janna ulti, Malzahar ulti, Karthus ulti, Katarina ulti, Lucian Ulti, Miss Fortune ulti, Pantheon Ulti, Shen ulti, Twisted Fate ulti, Urgot ulti, Vi Q, Varus Q, Xerath Q/Ulti, Zac E.

And not to forget, you can cancel teleport.

21/121 champs have channels that can be canceled, and some of them are super-high impact and canceling them is kind of a big deal.

toiletpaper10298 votes

The thing is that most of these channels can be canceled my some sort of CC (eg. stun, knockback, silence) and there is most likely going to be at least 1 of those in each game

Pagedchameleon34 votes

I see your point but 121/121 champs have things that silences work against

HInTLhEusaR5 votes

Yes! It's just a way of removing the silence without them having to say "we've removed the silence" I think the balance team goal is to remove silences completely, just look at Kassadin and LeBlanc.

Rothmi11 votes

Also from a lore or gameplay perspective it's not that terrible. You could compare it to how blitz uses the electricity charge and silences in a large area, or the fact that a massive storm exploding overhead would be loud.

Were not dealing with LB here who would silence and you would be doomed to die unless you somehow survived the burst. The silence is fair, and everyone likes it. Solchrushed pls

lightdragoon8812 votes

Why not make it where the upgraded Chaos Storm not only makes it move faster, but turns the "interrupt channel" to a "silence?"

Captain Jono17 votes

****Background: ****Plat 1 Viktor main with ~140 games with him this season, 61ish % winrate.

1. How do you feel about his abilities working with each other, do they have a natural flow to them? Only his Ult and W really feel cohesive, the same as before. That's not a terrible thing though imo, as long as each individual part feels good.

2. How enticing are the augments in various points in the game? When / what do you think is the best time / order to upgrade them? Honestly, the low stat values on each of the singular augments has lead me to grab the death augment for poke/waveclear, then just wait til full build to grab the others. In this way, since most games don't reach full build, the "rework" just feels like an unnecessary nerf. Lategame does feel stupendous, but I liked Viktor's role as a midgame siege/teamfighter and this rework has made the midgame awkward in terms of purchases. (I want MPen but I also want death augment AND lichbane AND I also need a defensive item (Zhonya's or Rylai's, since I'm getting so close to the action with my autos).

3. Do you notice an improvement in the usability of Chaos Storm? / How does Chaos Storm feel to use for you as a player new to Viktor? Chaos storm feels MUCH better to use, but looks 80% worse. Why is it so wimpy now? Also, correct me if I'm wrong, but the fewer ticks per second means Liandry's builds took a serious hit (especially with the laser not having a DoT). Also also, the removal of the silence was a totally unnecessary nerf I think. It was only 0.5 seconds but in conjunction with his W gave him a lot of options. I think that this, combined with the nerf to his shield values, are really going to make it harder to fight anyone else with burst/combos. Which is most champions these days. And they already give him a hard time.

4. Is the damage on the empowered attack on Siphon Power adequate during all phases of the game? If not, when does it feel out of line? Enh, seems a bit too weak at level 1 considering the cooldown imo but overall it's good. (It's a cool change, even if I don't necessarily like it).

****5. Other notes ****

  • Viktor's regular auto feels great, looks wimpy.

  • Viktor's laser feels pretty awful now. I kind of like the explosion effect, since it makes me think of those arcade-y explosions from old scrolling shooters, but the lack of reliability on the damage hurts pretty bad. Viktor's laser was the #1 reason to play him before, and while I think it's not a bad idea conceptually to move around some of the strength of his kit to his Q to make it feel worthwhile, Viktor doesn't really feel like Viktor anymore. TL;DR please revert the changes to this augment. Getting damage from his Q is even more risky lategame than it was before, Vik needs his laser for reliable poke.

  • I think that the new default texture's mask is too bright, and also too 'angry/evil' looking. I liked old Vik's more 'misunderstood psycho' persona.

  • Viktor's arm, she is too bright and orange. I miss the more robot-y colors.

  • Viktor's icons could use some color saturation imo, especially if his mask/arm stay as ridiculously bright as they are now.

  • That is one sexy splash art.

AlainAwakens4 votes

Man, what you said, all of it, thats what Solcrushed sould read before going on with this changes.

CmereCupcake4 votes

Agreed. Get this man a spot on Riot balancing staff. Hail RiotCaptainJono

DrMayor4 votes

Amen bro . I personally can due away with the silence if its the price to return back to the original death augment . I agree that the R functionally it is superior but its a freaking bug zapper now and it doesn't feel or look like a CHAOS STORM .

I think the arm should turn red/orange after buying the death augment as a visual effect to give the impression that it became stronger .

Captain Jono3 votes

****Edit: **** Viktor's ult IS SUPER HARD TO SEE IN TEAMFIGHTS and has lost a lot of utility in that you can no longer track where stealthed champs are by where the zaps are going.

  • PLEASE MAKE VIKTOR'S ULT MORE VISIBLE
Tapu Fini14 votes

Going to be blunt here, Chaos Storm looks like a child playing with a lightbulb.

Cmon, look at the name. Chaos Storm. That sounds BAD. ASS. When I drop a Chaos Storm, it should feel threatening. Right now it looks like a spotlight to stand in.

Please take another pass at its visuals, it's almost comical right now.

DrMayor8 votes

yes I totally agree with you . each time i look at it i only see it as a bug zapper or a disco ball .it doesn't feel like an ultimate at all.

zeldaguy012 votes

I'm a huge Viktor player and the only thing i see that I'm not sure of is the time between augment death's lazor and 2nd damage. I'm also worried that Viktor is going to be a bit overpowered with these changes but we'll never know until he's played. I love the new passive (we've been waiting a long time and you guys have come through for us) I also like the fact that the damage and utility is respected (this is a 3000 gold item). The real question to me will be what should i buy? get one augment, buy a deathcap and continue? get all augments at once? I really like that his augments will be able to be staggered based on a decent gold amount.

EDIT: Also, now that the new splash art looks amazing, I don't know if I want to use the creator skin haha. Also, I do like the new art design, please go in this direction with his prototype. Maybe artwork like the arm blowing up in his face or something (he is just getting started after all.)

Vic Boss11 votes

Hi Solcrushed. I really want to thank you for giving some <3 to Viktor :'3 I honestly love these changes so much. Now my lovely Viktor will finally teach those g$% champs who's the real boss of bosses :D

A lot of people see this as a nerf but honestly it isn't.


Passive: AP from 54 (99 Augment Death ) to 183AP. That's a lot of new extra AP. So what did we excatly have here? A very strong late game item that also adds 500MANA (Which is amazing since Viktor has mana problems) BUT it is a nerf to his early game. Why? We Viktor players mostly rush Augment Death for the extra 45AP but now we get 25AP but it's worth it at the end.


Q Siphon Power I see this as a buff with a nerf. How? Well lets talk about damage first. If we have 700AP, this is how the damage would be: .... Old Q total damage: 715 Magic Damage New Q total damage: 860 Magic Damage>>> EDIT: I forgot to add the AD from the basic attack that converts to magic damage. So the New Q total damage (at Lv 18) will be 963 Magic Damage .... So as you can see, the damage is increased. Problem is, in late game we usually throw everything for burst damage but now we need to add an extra basic to reach that damage since the powered basic attacks deals most of it so honestly it can make problems.

So how does this really work? Q now is more of a utility ability. With the increased Range and having more Augments (Which will give us speed in this case) We can use it to run away or gap close or dodge then IF we think its safe, we can go for a AA. Don't forget that the original Q has almost the same range as the AA so either way before you'd still need to get close to deal the damage.

In the End of the Q: If you want to do the damage, go in for an AA. If you want to run away, you have an increased and insta speed buff for you to do that :)


W Gravity Field Well you have to admit we almost to never buy the Augment Gravity but now we get a 100 free range from Lv1. Also the new Augment will help a lot to keep those gap dash loving gap closing champs (I'm looking at you Riven XinZhao MonkeyKing Pantheon ) further away from you because 1.5 sec stun is not always enough to keep you safe but now they move slightly further away from you. Not just for safety but When they are all in the middle you will better positioning for Ult and friendly AOE damage.


E Death Ray Now the way I see it is: .... Old: 1 laser that if you hit you will deal 30% extra damage. New: 1 laser that has after effect explosion that deals 40% damage or **100% **if it hits enemies who hasn't got hit by the laser. .... What more do I have to say? Viktor is now a Late Game beast with a huge AOE damage. YES I know this nerfs him a lot early since we rely a lot on the DoT which was easier to use than an after effect explosions. It will also ruin my Support Viktor :( that DoT gives me so much gold from item 3098. But at the end, their entire team will go BOOM. I can see that happening :D


R Chaos Storm It got buffed a lot with a little nerf. Now it has a shorter cast time (THANK YOU), a better initial impact radius and can move **20% **faster late game :D oh and shorter CD :D But the DoT damage was lowered. If we have 700AP, the damage would be: .... Old DoT damage: 248 Magic Damage per second. New DoT damage: 230 Magic Damage per second. ... So honestly the little damage nerf will not effect the buffs it got.


At the end of the day, the way I see it. Viktor got a nerf on his early game but a massive buff to his late game. Don't forget that awesome looking splash art :D

Thank you so much Solcrushed. If you are here I'd give you a kiss ^.^ I hope you all enjoy this as much as I did.

umadcuzudead10 votes

I don´t want to judge before i haven´t tried it, but from what i´ve read this rework seems like a huge nerf to Viktor, especially in the current meta where you have to be able to hold your own in the early-midgame and you rarely get your 6 Item FullAP Dreambuild.

Here is why: Let´s start with his Passive. Ofc the ~180 bonus AP look like a lot, but you have to consider, you have to invest 3k Gold, an Itemslot and 18 Championlevel into it. Without reaching max level you won´t be even close to this bonus, you will be even further away from this huge AP Number if you don´t upgrade your Hexcore all 3 Times. And i personally doubt that anyone will pick up the 3rd Augement before has build up his Utility Item or has reached level 18. Which takes quite some time. If i have to invest 1.000 Gold, i want my stats that i pay for now, not in 10 or 25 Minutes (or even longer if you fall behind and have trouble getting XP). I mean, if i have to pay for my passive, then it should be attractive to do so. It is a part of the Champion. Why would i play him if his passive is so garbage that i won´t even fully use it until i can´t get anything else?

Let´s go over to his Q. This just seems to break his neck earlygame. Why? Because you actually have to combine your Autoattack with you Q which makes you draw minion aggro if you want to get any dmg out of it. Ofc i know that you trade in lane by Qing an enemy and then follow up with 2-3 AAs, but the thing is, you don´t have to. His new Q forces you to do so, and that limits his playstyle in lane, because you either Q+AA or you don´t Q at all, because why would you waste the mana on a spell that does no damage at all. I honestly thought Riot was against mechanics that force you to a certain pattern of Gameplay. Not much i can say about the augmentation, because it stayed the same but i´ve really hoped for an more awesome passive, something that provides durability to work with his short range, all in playstyle.

So, about his W. Yes 700 Range is nice, yes you had to change the Augment to make this possible, but wouldn´t it just have been better to leave this at all as it was? I mean, there was no necessity of making it more visible with his 812.5 augmented range, so why not just keep the low unaugmented range, and the high augmented range so it is some kind of attractive to actually get the augment. All i can imagine i could use the displacement from the augment for, would be to trigger Yasuo Ult (if that works, we will see on the PBE). On the other hand. You actually planned on buffing Viktor to get him into a better spot so somewhere you had to cut a little of the strenght. 812.5 range would have probably been a little to much. But the way it is announced now i just can´t see any purpose of augmenting his gravity field unless i have no other options. The field is small enough to land any AoE you want on multiple targets anyways. In the worst case dragging them to the Center could kill you because it could drag an enemy closer to you when you lay down a defensive gravity field. It also could make you or an ally miss a skillshot, because hitting stationary targets (only stunned) is easier than hitting moveing targets, also some allies may not notice you having the augment already which may lead to missing follow up CC. But that may just be the worst case scenarios. Could happen the other way around too.

Viktors E, the Death Ray. His signiture spell, the ability we all think about when people talk about Viktor, the ability some of us love and some of us hate him for. This ability was the reason i personally kept playing Viktor even though everyone was complaining about him. And after over 600 Viktor games i still love this ability. It is definitly not the easiest skillshot to land but it was worth the effort to learn how to aim properly. With his new augment i feel like i lose a lot of control of this spell, because i can lead the Ray, but i can´t be sure that the followup explosion will hit. My enemies now always have the posibility to avoid a crucial part of my damage.

Post (1/2)

umadcuzudead8 votes

Continuing on his E: And that is just a feeling that i really don´t like to have. I mean who will be satisfied with the fact that you can hit your long range Skillshot, and people still avoid the bonus damage because they can just walk/jump out of it. Unreliable mechanics like this just don´t feel fun. It was the same about his gravity field as he was released. People were complaining about it not beeing a reliable source of cc. So why do you also add an unreliable source of damage? That makes no positive sense to me.

To not makes this post to long (it already is but i don´t want you guys read a 12 page novel ^^) i´ll just go on to his Ult. I´m fine with loseing some damage. It will still be a powerful damage tool. I have to be thankful about the 0.08 reduce in casttime, even though it is not much it atleast is a welcome change. What i´m not ok with is the nerf of the silence. His silence was not used only to interrupt channeling abilities but to make sure you will land your E without a risk of missing it to Flash or Blinkabilities in an all in scenario like when an Ahri aggresses on you. Losing this minor source of CC will hurt Viktors 1v1. Yes he is not designed for 1v1s, but there is no reason to make him even easier prey. Oh and before i forget it. To give his Ult a free bonus as soon as he get´s his augments combined is a really nice thing, i like the 20% movespeed even though i think that there would have been for sure some more... creative and useful options.

All in all i have to say that if it stays like this, i will most likely switch my main champion away from Viktor. Had a lot of fun with him since his release but everything seems to have an end. I would also really appreciate if we could get some thoughts of the single changes from solcrushed about the Viktor rework. Mainly because i just feel like this rework is mainly based on the idea of change for the sake of change and putting him in the spotlight for a while and not for improvement.

Thanks everyone who actually read all that stuff.

Post (2/2)

Edit: LoL, just realized that i´ve postet from my smurf, for whatever reason i´m logged in with this Account here on the Board. oO

Yaag4 votes

"All in all i have to say that if it stays like this, i will most likely switch my main champion away from Viktor." Exactly this! You know what you are taling about. For me the three biggest problems are:

  1. His passiv, his Hexcore will always be the same at the end, there will be no special way to play him.
  2. His E like you said.
  3. The AA after his Q just doesn't fit his kit and his playstyle and doesn't feel good.

They want to make him more viable but they just take him away from us. He won't be a meta champ, he got no Ult like Ori or Syndra and he's not an assassin or someone like Yasuo. People will still pick Zed and those champions. For top lane is it the same because he is not as tanky as Maokai and Swain.

Riot please listen to this person above me!

Scampy8 votes

DOT damage interval now 0.5 seconds (from 0.25)

This is actually super disappointing to me. One of the coolest, most unique things about Viktor's ult was that the damage numbers were just flying all over the place because of the .25 sec interval. It gave this Borderlands-esque feel, like the storm was violently tearing through anything and everything in its path. If it's changed to .5 sec intervals, it totally loses that.

ChârIes7 votes

I'm not a Viktor player, but I'll be sure to embrace progress when he's out on the PBE!

Earl Eulrich7 votes

The ult-augment feels a bit...uninspired.

What about adding a mechanic like stattik-shiv: The ult emits a shockwave/chainlightning/nova-pulse every xy-pixels traveled, dealing some extra AoE+interrupting channels again. It also would put a tad more emphazise on controlling the ult instead of just casting it, even if your targets don´t run out of it.

Xzandrate4 votes

Time for all new utility. Increase casting costs while in the cloud by 15%.

Thematically, the cloud causes an unstable link to the magic powering the champion and they must focus to overcome it.

pro4never6 votes

So I had posted over on the original PBE post but here's my feelings so far.

#1: Reliability is moved WAY up with the changes

His ult feels infinitely better with its blast radius, cast time reduction, cooldown decrease as well as changes to how it can be re positioned. GREAT job there. W feels much better (in animation smoothness, cast range and the pull). Q is absolutely amazing but... could cause problems in current state.

The sheer reliability makes him a touch... problematic currently. A Viktor who falls behind isn't really shut down because his skills have so many things that are added together to give him strength. If you cannot go burst build, you just adapt and wreck the mid/late game with a lockdown tank build. Being able to adapt to situation is a huge part of what Viktor was missing but with his best case combos being so damn potent it feels a bit risky currently.

#2: His Q is bugged?

The bonus damage from Q is currently effecting inhib and nexus. Last night I did a 2,400 damage auto attack vs the enemy inhib as a result. Tested it today to be sure it wasn't some weird issue with lich being multiplied and that's not the case. Is this intentional because with any significant AP he currently is a backdoor god.

#3: His E 'feels' bad.

I've had to break out the math for a bunch of people to explain how much stronger Viktor is as a result of all the changes but there's no denying that the current version of E feels very lackluster. It's always needed a good amount of AP/pen to really smash targets (which is good) but the 'firecracker' explosions feel bad and all they really do is make sure his waveclear is still god like and make his best case duels incredibly terrifying (because they will be close meaning laser hits, you slow/stun and then secondary detonation strikes WHILE using your Q/AA+Ult)

It looks and feels bad yet actually contradicts what the laser is generally used for and cuts a good portion of the identity of his kit in half.

My suggestion is that upgraded E travels out but then the laser travels back along the same line. It's actual 'effectiveness' remains identical to how it works now BUT it rewards high range snipes with laser by hitting the target twice within a shorter window. Keep in mind that in the majority of cases this laser is being used from out of range of his other skills. In this example if you want the 'full burst' in a short range duel then you have to start the laser away from you and moving towards. This gives the opponent a longer reaction period where they can dodge BOTH blasts of damage if used incorrectly.

#4: His Q... might be a bit much

Ok so I'm not a big toplane and the matchmaking on PBE is famously bad (2v3 games where 5 people are afk from level 1 is fun... right??) but I was able to literally 1v3 an enemy team as tanky viktor top while barely dropping in health... Simply cycling his Q and AA marks is pretty disgusting right now and I could see how players would find it VERY overwhelming to play against. Its' even worse when a full burst build is used because it's not uncommon for the AA potion to take half the health of a squishy (Q minion for boost, auto for 50-70 pct targets hp... that's terrifying)

Overall GREAT work on the re-work... I just don't want to see him get through PBE with too many issues and be chain nerfed as a result when some minor tweaks could solve it before it becomes a problem <3

Headbangr6 votes

I love the idea of his laser traveling forward then going back to where is started. Make this happen Rito^

ManDudeMcWolfman5 votes

Tell me that Viktor image comes in higher resolutions.

I NEED this for a wallpaper.

Kratospie5 votes

Viktor was the second champ I picked up when I started playing in early 2012. I've played him on and off since then, but he always remains one of my favorites.

I've been looking forward to a rework of his passive for a long time now, and I'm happy it's finally come.

So lets run down the list, shall we?

  1. I think his skills do flow together a bit better than before, with the ranges all being the same (Except for Death Ray, but that isn't really limited by the 540 range either.) This allows for his Q, W, and R to all be used at around the same time, making it easy to hit an enemy with his Q, toss down the W to hold them for your R.

His auto-attack animation is faster and feels more responsive, although the lack of him 'pulling back' the staff in the auto-attack animation lead to me messing up for a little while, not sure if the lack of 'pull back' is intentional or not.

The basic attack right after his Q seems to be much faster than his regular AA, making it very easy to get the extra damage proc.

  1. I'm originally was torn between Turbocharge and Aftershock for first augment, but after a few games, I'm gonna say you'll want to start Turbocharge in most cases. Turbocharge can help immensely in lane with the ability to quickly escape any retaliation after landing your Q-AA combo. It can be used to easily escape from ganks by throwing down W between you and the jungler, hitting anything with your Q and making a quick get away. If you come to another lane to offer assistance with a gank, hitting even just a minion with your Q lets you bring yourself in closer for a better position for the rest of your skills.

(As a side note, I'm glad that the empowered attack's damage and q's damage are separate, as it lets you grab early points in E for poke while still giving you some nice trade potential.)

Aftershock and Implosion are honestly a bit of a toss up and really depend more on what you need at the time.

Aftershock is better to get next if your still in lane at the time I feel. It can help clear waves a bit faster and perhaps get a bit of extra damage onto the enemy. It'll be helpful in teamfights as well, potentially letting you hit other champs with the full damage of the initial laser.

Implosion is best if you and your team are starting to have teamfights. Managing to grab even a couple of enemy champs in your W pulls them right into the middle of your Gravity Field and on top of each other, perfect position for your AoE champs to nuke them down. Gravity Field was always strong in the jungle due to all the choke points and this is no exception.

  1. Chaos Storm feels much more responsive and quicker, even without having the Augment. Having it go full speed when heading towards Viktor is a great improvement, and it seems to drop off in speed much slower than before. With Velocity, it is much faster, letting you chase down people super easily along with Turbocharge.

I did notice two things though, one was a problem noted by a few others posters, where occasionally the Storm would erratically begin to "twitch" away in another direction, without me being able to steer it. The other one that I noticed was that when directing the storm to move (not to target a specific champion) instead of showing the unique blue gear movement icon, it shows the regular green arrows. The blue gear still shows up under champions that the storm is following though.

(Too long for one post, rest will be in the reply to this post!)

Kratospie5 votes

Part 2!

  1. Oh boy, Siphon Power. If there's any point in the game where one could even begin to consider the empowered attack to be inadequate, it would have to be before you get Lich Bane.

Early levels the base damage doesn't go up too much and since it scales with level you can't just dump points into Q to make it stronger, but even then it's still quite strong at these early levels.

When you get your Lich Bane, throw any doubt of it being weak out of your mind. It's insanely powerful. A basic attack with a 250 flat damage base at level 18 with a 100% AD (+75% base) and a 105% AP ratio? Insane. (I consider the Arcane Blade mastery to be a must, it doesn't add on too much damage by itself, but with all this you might a well.) With just a Lich Bane, Perfect Hex Core, and 21 points in offence, you'll be hitting for around 600ish damage at level 18. With items such as a Rabadon's Deathcap and Void Staff, you'll easily break 1000.

I don't think it's weak at all in any point of the game, if nothing else, I think it's 1000 damage empowered attacks on an almost full build may be too strong.

And that finishes up the feedback points. There's just a few more things I would like to go over.

  1. The first is about Chaos Storm. If anything in this update is disappointing to me, it'd have to be the new effects for Chaos Storm. I was quite disappointed when I saw the new effect. It doesn't look anything like a storm of chaos! It looks too simple, visually underwhelming and misses what I felt made Chaos Storm look so awesome, the black hole right in the middle of the electric fields. The description for the spell says that Viktor "conjures a singularity" and with the old look, it's right there, a black hole surrounded by chaotic energy arcing out and devastating his foes. Now we just get a little electrical-transformer thing with some lighting shooting off of it.

I can understand wanting to make the animation less noisy for clarity's sake, but I feel that the black-hole should at least still be in the effect and it should look a bit more impressive. It is his ultimate skill after all! With it's own hammy lines and everything!

  1. I'd like to see some minor effects tweaks with Gravity Field and Death Ray's Aftershock augment. The Gravity Device looks fine, but I think that the purple field radiating up around it could use some cleaning up. It looks quite dated and has some weird anti-aliasing and compression artifact things going on with it.

Aftershock is strong, but I feel that the tiny little explosions don't match up with the level of power Aftershock has. Make the explosions a bit bigger or have some other way of drawing attention to them. I can see how it may be hard for someone facing Viktor to see them in the heat of battle.

  1. I've compiled a small list of things that may or may not be bugs.
  • Q Empowered Basic Attacks proc full Magic Damage on structures (You mentioned here that it wouldn't work on towers, but it seems to work on towers and all other structures as well)
  • Occasionally losing control of Chaos Storm (Mentioned in part 3)
  • Viktor's Basic Attack animation seems to be missing the 'pull back' motion of the old animation (Unsure if intentional or not, mentioned in part 1)
  • Creator Viktor's Death Ray using regular Death Ray sound, not the sound for the skin.

Overall, I'm so excited to finally get to see (and play!) Viktor's new kit. I'm really glad you finally were able to get to his kit and I love what I see so far!

(Edit, fixed math on Q-AA Procs.)

Sire Hippington4 votes

Ur math on the Q proc is a bit strange...with Q damage, the AA proc, lichbane and Arcane Blade it's on a 1.25 ap-ratio, i realy wonder where u get the 2.05 from The pure AA after Q would only be 1.05ap....

But anyway, i thibk the Q damage is a bit to high in the late, 370basedamage with 0.7 ap on only 4 sec cd is one of the highest dps spells in the game....i think the basedamage of the AA proc on later levels can easily be toned down without nerfing him to much

Kratospie3 votes

Right, sorry about that, I wrote that pretty late last night and didn't notice my math error at the time. Thank you for pointing that out.

And yea, the Q-AA combo is really, really strong. I have a feeling they'll toning the damage down a bit soon.

Ragganmore5 votes

Did i miss out that Viktor was #1 LCS pick or why are they nerfing him to hell?

This rework takes just everything what was good about Viktor. Poke -> Augment nerfed. 100 to 0 potential -> Nerfed. Your follow up AA and your E explosion are unreliable, they can be avoided/delayed. CC -> Gravitiy Field does not Slow anymore after you stunned someone, which costs us up to 1 sec of slow, Ult does not Silence anymore, what can cost us an entire 1.5 sec stun because we can´t delay their escape anymore. Adaptive Playstyle -> Nerfed. You now have to max E first, which wasn´t the case in some Matchups before. But now your Q does not really gain anything from its spellranks. Additionally you now get forced to follow up with baisc attacks after you Q to trade in Lane.

What did we get out of this Rework? Q: 100 Range for the initial Q. Still need to close up to the same range as before rework to get the actual damage off. 110 Basedamage and 0.05% AP scaling if we get off both, the Q and the AA on the target.

W: 75 Range. (or lose 112.5 Range if anyone had bought the old augment.)

E: 10% Augment Damage, which results in 25 Basedamage + 0.07% AP scaling.

R: We lose 10 Basedamage and 52% AP scaling. (Damn that´s actually a lot) We get a more reliable Ult due to the increase of movespeed when moving towards us and when fully augmented.

And last but not least, we gain 85 AP from his passive and the additional Ability evolutions for the cost of an additional 2.000 Gold. But to be honest. The only really good addition to this is that we are now able to combine the Q movespeed with the E bonus damage, which got hit hard with the nerfhammer. The Ult augmentation is nice too but feels more like a quality of life change.

I would really appreciate if Solcrushed would respond anywhere in the Thread and tell us his thoughts behind the rework. I´d love to know what his goal with this rewok was. Because it really feels like all he wanted was to give him the 3 upgradeable Augments that everyone was crying for since Viktors release, no matter the cost.

AlainAwakens6 votes

I would love it if for some reason he actually were to look at what the people is saying and actually changes something, but honestly i dont think he even cares, he just wants to get the "rework" done and forget about it forever.

Sire Hippington4 votes

I kinda like the overall rework, but there are quite some things bothering me:

-His item pool will still be very limited compared to the number of stats he needs:

  • Since he's extremly manahungy, the 500mana on his item 3200 won't help, so u need a nother mana item.
  • u need cdr on him, so the go to manaitem would probably item 3174 even though item 3003 would work well with his item 3200
  • Spelvamp would be awsome on him, just like it is on most shortranged casters as they really could use some form of sustain
  • He would want def stats as he's shortanged(meaning he needs some tankiness) and got a shield(so he profits more from armor/mr than from hp)
  • His kit synergyses well with item 3116 , and his ult would profit from item 3151
  • His new Q screams for item 3100
  • just like any other mage that wants to do some damage later on, he wants item 3135 and item 3089

this would already be problematic with 6 item slots, but having the hexcore, how much ap it ever brings, makes it even more limited so u will always feel like u miss out an important item.

take away a huge amount off ap from item 3200(183 at lvl 18, wtf) and give it some utillity, preferable sufficient manasustain+cdr(5%cdr base+5per upgrade, would be the usuall 20% cdr at full upgrade) or some more survivabillity

(Needing to much diffrent items is generally a problem off shortranged aps, as they all have low cds and get into AA range so lichbane would work well, all got problems of either kiting them selfs or getting kited, so rylais would be nice, all need some defense as they need to get into dangerrange and unlike ADCs, they have no huge sustain from lifesteal, ALL MAGES THAT WANT TO DEAL RELEVANT DAMAGE IN THE LATE NEED VOIDSTAFF AND RABADONS!, and all mages want cdr and manasustain...)

-Having diffrent misslespeed on E and augmented E seems bad to me, as u would have to change ur aiming behavour after augmenting it, and playing against him would also become more complicated.

the misslespped should stay consistant if augumented or not

-'interupts channels' is a unneeded to specific nich from of cc. I also don't really understand why the damage interavall is increased from 0.25 to 0.5sek.

keep the silence and rather add more to it, for example always silences on first damage(like wukings ult-knockup)

Mydden1 votes

It's just the explosion that is faster, the laser stays the same speed. At least that's the way I read it.

Sire Hippington3 votes

How can a explosion, which is instand and doesn't even exist unless augumented, be faster?

unless the explosion is caused by a sperate missle which moves faster than the laser, thus the explosion happens befor the laser travles the full distance....

Edit:

After finally testing him on pbe, i still stick with what i said about the passive. The potential ap and with that his burst is insane in the late, but it's a hard way till then and probably very frustraiting to face(2.4k instand aoe burst with 1k+ap and E+R, and Q empowered aa+lichbane hitting for ~1400 every 2.4sek) I'd realy would prefer less ap and more utillity on the hexcore(less ap would mean ~100-120, which still would be way less than now)

His Q feels suprisingly good, but it could really use an AA-reset upon cast to make the follow-up AA more responsive. It also feels kinda disjointed from it'S theme(throw device to steal power from ur enemy which grants a shield upon return...) I'd prefer the old shield mechanic with it's unique counterplay to it over the new one...or a mixture, small shied upon cast and another upon return, but right now it feels pointless that his Q returns to him Also, why doesn'T the AA use spellvamp? U used poppys Q as example for how it converts the entire damage to magic damage, and poppys Q uses spellvamp, so does morde, who also converts the entire AA into magic damage, so could u please let victors Q also work with spellvamp for the sake of consistency.

His buffed W is simply awsome, though i'm still not sure how much u gain from the pull in. but more base range helps alot.

His E works quite diffrent than i expected, an explosion follows the Death Ray sounded to me like an circleshaped aoe around the end point off the lasser, not a second 'projektile'following the line... The augumented E is only good for waveclear or as folluw-up on ur W, as u will never have an enemy get hit by the secondpart otherwise. I think a bigger aoe, if needed with some more delay, would be nice on aftershock.

His Ult was realy dissapointing. The increased aoe and mobillity feels good, but not having a silence on it is a realy sad thing. And what the hack has happend to the visuals?!? There is the thundering cloud throwing plasma lightings at everything? His current ult looks way more awsome than the new one, and dmg every 0.25sec feels way better than dmg every 0.5, it's a much smoother way of burning down hitpoints, not a 'ticking away' as most dots....

Daryll4 votes

Been playing viktor since he came out, there was even a point where I only played viktor. Have tried the new viktor about 10 times already; Feedback:

  • Viktor's E is probably the most problematic, I understand that it was to balance out the buffs that he received. His laser doesn't do enough damage the upgraded laser's 2nd hit is pretty terrible and unsatisfying. Another problem is his itemization, you are forcing us to to choose between losing out on items in exchange for augment. Most of the time I have no clue what to build but this maybe just due to lack of play. Everything else seem to be a lot better, viktor's Q and W range increase was needed and it feels a lot better to use now. His R is too buggy to give feedback to.
Velasan3 votes

To others on pbe already how do I get onto it?

Also, feel like we need clarification on the 40% damage with the laser augment. Is that still a dot?

I liked the silence on chaos storm. Would have preferred to see it extended not removed.

Crossing fingers these aren't nerfs.

Telosa6 votes

You sign up for the PBE at this link:

https://pbesignup.na.leagueoflegends.com/en/pbe

It should take some time, but this is how you get into the PBE. Assuming you don't have a record of getting reported, then you shouldn't have any problems getting approved for PBE access. For the record though? The PBE is less exciting than than is sounds; the level of skill is compltely random (you regularly get games with Diamond players against bronze players, so most games tend to be stomps), the PBE constantly crashes and everyone trolls constantly in games with no real penalty. I have to admit though - it's nice to be able to try every champion/skin for free before they hit the live servers though.

Also, I definitely agree on the Silence on Chaos Storm, but you have to admit that Riot might have the right idea. Chaos Storm is easily one of the strongest team fight ultimates in the game and it can completely shut down teams if used correctly. If Chaos Storm will potentially become much more consistent with the 20% movement speed buff, then it makes sense to remove its greatest strength - silence.

For the record though? I'd definitely prefer to just get rid of the "20% Movement boost" upgrade, and instead have the upgraded Chaos Storm apply the Silence for so long as it remains in contact with the affected Enemy Champions. I DON'T WANT Chaos storm to be capable of moving quickly - since the primary form of counterplay to it is to just disengage as quickly as possible - but I have no problem with it giving more reliable CC.

exec32 votes

I'm liking a lot of these changes but i'm still not sold on the W augment. Having people dragged to the middle sounds more flavorful rather than anything truly useful (they're already stunned, why does dragging them to the middle matter?).

New splash is cool though I didn't think Viktor needed a new splash lol. Good to see all the old splash arts being aggressively replaced now. :)

Also if Q's on-hit damage isn't a special AA laser to the the face with Viktor's 3rd arm then that is an opportunity well and truly missed!

MinEpiphany6 votes

Dragging them to the middle is huge imo. Say you manage to catch three targets at the extreme edges of the ability, they are now all in the center and more easily aoe'd down, this is very powerful in combination with other champions on your team.

Very few champions have the ability to draw enemies together likely due to the strength this brings, Diana being the only example I can readily think of.

Think of it like a morgana ult however the targets are all together rather than seperate due to running off in different directions

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