Vel'Koz rework made his design worse and 6.10 changes accentuate the worse-ness

Goosetard··3 votes·483 views

I would have posted this sooner, but I was away on vacation and literally just got home. Doing this was one of the first things on my mind.

Disclaimer: I don't think Vel'Koz is currently clearly overpowered or underpowered. This post is not about his balance, but about his design.

I don't like how Vel'Koz changed from a design perspective (and how he subsequently feels to play) because his kit is now much less coherent. Here's what I mean by that:

There is now a conflict between building AP and building MPen. Building MPen used to always be the right choice on him, especially early, because his true damage had no scaling and he had high base damages with low ratios. Two of his ratios are now lower. Although his ult ratio is higher, the base damage is still extremely high and MPen is still very effective with it. However, it's now a completely useless stat on his passive and his ultimate w/ passive. Vel'Koz still wants magic pen to do damage to multiple targets, but building it is a waste for his newly designed "optimal play pattern".

He has four AOE skillshots but is now best at dealing single-target damage. With the changes to itemization and his passive/ultimate interaction, Vel'Koz is best off building raw AP to take advantage of the true damage in his passive and the higher ratio in his ultimate. Even with a deathcap rush, his mid-game damage still suffers compares to his old kit. Even while building raw AP, he does less AOE damage now, but more to the targets he manages to proc a passive on. Procing your passive used to be likely on many targets, thanks to your ultimate, but with the new kit you are much less likely to proc it on multiple targets. His teamfight pattern used to be simple and satisfying: throw down as much AOE damage as you can. Now you have to weigh successfully procing your passive before ulting with ulting at the best moment for the teamfight. More decision points isn't necessarily bad, and raising the skillcap isn't either. However, there are now many more situations where the choice you made, even if optimal, feels worse than it used to.

Your full combo is less fluid. This one is pretty simple. Whereas it used to behoove you to throw everything and ult immediately once you saw your E would land, now it's optimal to wait until the target has landed for the full passive proc and maximum true damage. This means less time in suspension while ulting, and more time to flash/use mobility spells. Frustrating and an indirect nerf.

The changes in 6.10 put more strength into his passive and ultimate. I honestly thought he was in a decent spot already and that his winrate problems were due to people not knowing how to play his kit both because of the problematic design changes outlined above, and because of the redistribution of his power away from mid game towards late game. Either way, if Riot thinks these are necessary then that's fine; I'm not talking about balance in this thread. However, I do think these changes only exacerbate the design flaws I discussed above.

To recap:

  • I don't have a strong opinion on whether Vel'Koz is imbalanced
  • I think the changes were largely balance neutral
  • I think the 6.9 changes made the overall design and play experience of his kit worse
  • I think the 6.10 changes are running in the wrong direction

Thank you in advance for the insightful and polite discourse I'm sure will follow.

4 Comments

strut2 votes

I completely agree with you.

Many of the conversations about the Vel'koz update seem to gravitate towards actual numbers and stats. I am more concerned about the paystyle itself. I believe the actual feel and playstyle of a champ is a superior issue to the actual numbers he produces. This is why a rework is similiar to the creation of a new champion.

I guess i could say that i hate the changes. The intentions Riot told us were either a "cover up story" or just a failiure to be honest. What i mean is that Vel'koz has not become more unique with the mage update. It's the opposite that's happening actually.

Let's have a look at teamfights for example. Old Vel'koz would actually focus on extending his abilities on as many enemies as possible aplying stacks and then cleaning up with an ult (optimal case) Now his kit works better if focused on less targets. Single/duo target combo+ult on the frontline and hope for the backline to be dumb enough to wander into your spells is the case most of the time. Vel now reminds me of Xerath who has AoE spells as well but still most of the time focuses on single/duo target combat in teamfights. There had been a lot of conversation about pre-rework Vel being too similiar to Xerath but i can only see the rework bringing these two closer.

Also the itemisation is nowhere unique now. There's just no need to explain that.

Vel'koz was the first champion that i have ever bought. He was my main since i reached around level 20 and i dearly miss the playstyle i "fell in love with". I just don't want to be forced into this tank shredding role (with questionable usefulness). I don't want a stron Vel'koz or a weak Vel'koz. I just want the real Vel'koz back

Vanic9981 votes

Well if you want real VELKOZ, the reworked VELKOZ is more real lore wise. He's supposed to disintegrate his enemies but the old VELKOZ fell off hard late game and didn't snowball as hard as most other champions. This new tank shredding VELKOZ is more true to the lore.

strut1 votes

I have a feeling you missed what i was trying to say. I didn't mean real Vel'koz as a 'true-to-his-lore' character. To me the real Vel'koz is the one that we played before the rework. That was his original playstyle that's what i mean with this. The original true Vel'koz that was weaker in late game but had a more unique and to me more fun playstyle. That's the whole point of the original post. It's not only the numbers that truly matter it's the feel of the champ as well.

When i play Vel'koz now i feel like i was trying to hang out with my best friends identical twin brother. He looks the same has almost the same voice but deep inside he is a completely different person and i can't roll with him the same way.

Goosetard1 votes

Vel'koz may not have "snowballed" the way a lot of champions do, but that's because his mid game was quite strong. He didn't "snowball" because he couldn't chase people down and make their lives miserable the way a fed Fizz can, for example. Also if you just bob and weave a lot, it's hard for him to kill you. He'll starve you out of CS with a lead but he's vulnerable to ganks and has a hard time killing someone that really doesn't want to be killed. That's probably why you didn't see a lot of Vel'Koz hate threads. If you get a kill or two up, or just go even in farm, he was an absolute teamfighting monster in the mid game.

His late game wasn't even bad, it was just outshined heavily by his mid game. Late game he wouldn't carry by himself, but he was still an excellent kiter and had an outstanding AOE all-in. He could kill an out of position squishy with just Q-R if they didn't have a summoner up. On paper his late game looks better now because OMG SINGLE TARGET TRUE DAMAGE, but single target focus ISN'T WHY ANYONE PLAYED VEL'KOZ and is what the OP is rightfully complaining about.

There were ways to give him a better late game (even though he didn't need it) or give him tank shredding abilities (even though he didn't need them) that were true to his lore but didn't disturb his build path and optimal game play pattern like the 6.9 changes did.

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